208 Commits

Author SHA1 Message Date
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
Clarify Continuous CD terminology in troubleshooting guide
2026-05-17 12:10:55 -04:00
Chanpreet-Singh-CS 16b94ad457 Clarify CharacterBody usage (#11565)
* 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)
* 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ChudeRonczki f623cbcf11 Remove outdated info about differences in 2D and 3D physics interpolation 2026-03-26 20:25:05 +01:00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
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
- 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
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
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
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
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
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
- 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
- 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
- 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
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
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
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
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
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
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
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
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
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
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)
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"
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)
* 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