You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-24 15:26:15 +00:00
Improved logic for KinematicBody collision recovery depth
Allows more flexible collision detection with different safe margin values. Kinematic body motion changes in 2D and 3D: -Recovery only for depth > min contact depth to help with collision detection consistency (rest info could be lost if recovery was too much) -Adaptive min contact depth (based on margin) instead of space parameter
This commit is contained in:
@@ -657,7 +657,6 @@ void Physics2DServer::_bind_methods() {
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
|
||||
BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
|
||||
|
||||
BIND_ENUM_CONSTANT(SHAPE_LINE);
|
||||
BIND_ENUM_CONSTANT(SHAPE_RAY);
|
||||
|
||||
Reference in New Issue
Block a user