Leandro (Cerberus1746) Benedet Garcia
ccf40597f9
fixed adding gravity to velocity
2026-06-20 10:06:33 -03:00
Varun Sharma
5f56fadd69
Merge pull request #11996 from VSofficial/master
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Clarify Continuous CD terminology in troubleshooting guide
2026-05-17 12:10:55 -04:00
Chanpreet-Singh-CS
16b94ad457
Clarify CharacterBody usage ( #11565 )
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* Clarify CharacterBody usage(#10458 )
Added a note to clarify that CharacterBody can be used for non-character objects as requested in #10458 .
2026-05-01 20:14:37 -04:00
Varun Sharma
a030f6448c
Update advice on using physics process for kinematic bodies ( #11933 )
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* Update advice on using physics process for kinematic bodies
2026-04-18 11:26:17 -04:00
ChudeRonczki
f623cbcf11
Remove outdated info about differences in 2D and 3D physics interpolation
2026-03-26 20:25:05 +01:00
Leandro (Cerberus1746) Benedet Garcia
f01d27771e
Change the tutorial to use get_gravity instead of getting it from the settings
2026-03-03 09:45:32 -03:00
Nintorch
7b1213cf6c
Clarify physics engine determinism
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This PR clarifies that the physics in Godot is not deterministic and not guaranteed to run the same way for seemingly identical situations.
2026-03-02 17:25:15 +05:00
Hugo Locurcio
6e23cc45e6
Mention making a resource unique in the editor in Troubleshooting physics issues
2026-02-27 00:08:21 +01:00
Mikael Hermansson
074357092d
Rephrase part about Area3D/SoftBody3D interactions when using Jolt
2026-02-18 18:16:05 +01:00
Hugo Locurcio
c64bb5d7df
Update Optimization using Servers for Godot 4
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- Add information on the behavior of physics interpolation
when using servers in 2D/3D (this also affects debug visualizations).
2026-01-29 01:37:29 +01:00
Max Hilbrunner
92a2974ea1
Merge pull request #11462 from Calinou/large-world-coordinates-gpuparticles-precision
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Document GPUParticles3D precision limitation in Large world coordinates
2026-01-18 04:44:23 +01:00
skyace65
57d3e2d367
Update docs for Jolt being the default physics engine
2026-01-10 15:10:03 -05:00
Matthew
40ec4bd1a0
Merge pull request #11333 from mihe/jolt/drop-experimental
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Drop the experimental label for the Jolt Physics integration
2025-11-27 17:05:41 -05:00
Hugo Locurcio
ebebee5a1c
Document GPUParticles3D precision limitation in Large world coordinates
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This affects particles that use global coordinates (i.e. Local Coords
disabled) only.
2025-11-14 20:02:33 +01:00
Max Hilbrunner
4ae9bc5dd9
Merge pull request #11423 from Calinou/update-soft-body-physics
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Update Using SoftBody3D for Godot 4.5+
2025-11-05 14:54:44 +01:00
Max Hilbrunner
61f8a7091b
Merge pull request #11409 from Calinou/update-ragdoll-system-2
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Link new Ragdoll Physics demo in Ragdoll system
2025-10-31 18:42:09 +01:00
Hugo Locurcio
d94d2dfb0a
Update Using SoftBody3D for Godot 4.5+
2025-10-30 23:45:50 +01:00
Hugo Locurcio
8ceef76fb2
Link new Ragdoll Physics demo in Ragdoll system
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- Add tip to select all PhysicalBone3D nodes in the section
about changing collision layers/masks.
2025-10-25 00:16:29 +02:00
Mikael Hermansson
ef6c9a7fab
Remove mention of SoftBody3D overlap events in list of Jolt differences
2025-10-24 17:22:55 +02:00
Hugo Locurcio
be6d5506c0
Update Ragdoll system documentation for Godot 4.5
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- Update all images.
- Replace GIFs with videos.
- Document stopping a ragdoll simulation and collision exceptions.
- Add TranquilMarmot's advice from the user notes on improving
visibility, multiple collision shapes per bone, joint descriptions,
and recommended joint types.
2025-10-21 16:31:11 +02:00
Mikael Hermansson
29c9520b32
Drop the experimental label for the Jolt Physics integration
2025-10-01 14:07:46 +02:00
Hugo Locurcio
9497fb3128
Update Troubleshooting physics issues for Godot 4.5
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- Mention Jolt Physics in cases where it improves stability and performance.
- Mention TileMapLayer physics chunking.
2025-09-01 23:45:59 +02:00
Teggy
3cc46eb1f5
Fix ray casting tutorial typo
2025-08-17 10:09:25 +02:00
Max Hilbrunner
ca8b2f5a56
Merge pull request #11134 from skyace65/Jolt_update
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Remove section from Jolt page that no longer applies
2025-08-04 12:18:19 +02:00
Danil Alexeev
3946ede7aa
Replace remaining uses of shorthand codeblock syntax, add CI check
2025-07-25 16:20:16 -04:00
skyace65
b65addc39f
Remove section from Jolt page that no longer applies
2025-07-23 20:55:13 -04:00
Hana - Piralein
cd3e94b4a1
add missing brackets in c sharp code
2025-07-14 20:29:57 +02:00
Matthew
6dedb3bae4
Merge pull request #11060 from simpkins/soft_body_lods
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Add some notes about importing meshes for use with SoftBody3D
2025-07-03 20:48:20 -04:00
Adam Simpkins
6c8b963b75
Use SoftBody3D consistently in the soft body tutorial
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This file had only been partially updated after `SoftBody` was renamed
to `SoftBody3D` in Godot 4. This commit changes the remaining uses of
to `SoftBody` to `SoftBody3D`.
2025-06-28 12:25:48 -07:00
Adam Simpkins
da9349f38f
Add some notes about importing meshes for use with SoftBody3D
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This mentions that users may want to change the default LOD generation
settings when importing meshes for use with SoftBody3D.
See godotengine/godot#108025
2025-06-28 12:21:21 -07:00
A Thousand Ships
92cd36b50e
Various grammar and spelling fixes
2025-06-23 16:37:26 +02:00
A Thousand Ships
410322a175
[Jolt] Remove reference to removed setting
2025-06-07 16:01:23 +02:00
Max Hilbrunner
813168b8c2
Merge pull request #10943 from Calinou/physics-introduction-bitshift
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Use bitshift and binary `OR` operator in to set layers in Physics introduction
2025-06-01 23:05:45 +02:00
Hugo Locurcio
8a6ad4c926
Replace uses of shorthand codeblock syntax to avoid issues with localization
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Previously, many paragraphs in the documentation used `::` at the end of a line
as a replacement for a single colon (and `::` on the following line).
Due to this, the `::` was part of the extracted string for localization.
Weblate also showed a warning about the trailing `::`, as it's not
normally expected to be there.
This change requires translators to revalidate all modified strings.
However, considering many of those have broken code blocks due to translators
replacing `::` with `:`, it can be a good idea.
This also adds documentation writing guidelines for code blocks and admonitions.
This commit does not modify existing admonitions in any way (as this would
lead to a much larger diff, and require more localizable text to be revalidated
by translators).
2025-05-30 02:02:30 +02:00
Hugo Locurcio
71d70864b5
Use bitshift and binary OR operator in to set layers in Physics introduction
2025-05-13 00:17:05 +02:00
tetrapod
d80b1505c3
Merge pull request #10526 from skyace65/Jolt
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Document Jolt built-in module in 4.4
2025-02-23 12:13:13 -08:00
skyace65
fdd3260740
Document Jolt built-in module in 4.4
2025-02-23 10:45:58 -05:00
skyace65
385e1a370c
Update Physics introduction images
2025-01-19 11:58:28 -05:00
Hugo Locurcio
bf1c389189
Document only direct child nodes accounting for CollisionShape2D/3D
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Indirect children are currently ignored.
2025-01-08 17:48:48 +01:00
tetrapod00
c4d3aa134a
Standardize RST header syntax
2024-12-29 13:44:09 -08:00
Raul Santos
cea78730d0
[.NET] Use collection expressions
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As of C# 12 we can now use collection expressions to reduce some boilerplate when initializing collections.
2024-12-21 03:38:42 +01:00
tetrapod00
f8f683c1a2
Improve Physics Interpolation pages
2024-12-08 18:17:52 -08:00
Max Hilbrunner
eb34d1fb8d
Merge pull request #10385 from tetrapod00/2d-intro
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Add an introduction to the 2D index page
2024-12-08 08:32:37 +01:00
tetrapod00
d70fb53f2a
Add introduction to 2D index page
2024-12-07 16:51:14 -08:00
skyace65
6b4a2c9801
Port physics interpolation docs from 3.6
2024-12-02 18:31:18 -05:00
D4Devil
00c34dd769
Add examples of individually setting bits in Physics introduction ( #9910 )
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Add examples using CollisionObject2D.set_collision_mask_value().
---------
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com >
2024-11-19 16:12:23 -08:00
tetrapod00
93489bbefb
Use "low-level" and "high-level" instead of "low level" and "high level"
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Co-Authored-By: John Veness <2512915+JohnVeness@users.noreply.github.com >
2024-11-18 13:47:58 -08:00
notPelf
00221436f4
Add info about layer mask exporting to physics_introduction.rst ( #10242 )
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* Update physics_introduction.rst
The docs page for raycasting provides a link to the physics introduction page for how to set a collision mask on a raycast created in code. The physics introduction page does not mention export annotations for exporting a collision mask. This pull request adds a brief bit about exporting layer masks, and links to the export annotation docs.
---------
Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com >
2024-11-17 11:30:23 +01:00
tetrapod00
a8667ffddf
Add links to project setting mentions
2024-11-05 11:55:14 -08:00
tetrapod00
e4d395de48
Note limitation of shader world coordinates with large world coordinates
2024-10-25 11:03:58 -07:00