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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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@@ -50,7 +50,7 @@ void Step2DSW::_populate_island(Body2DSW *p_body, Body2DSW **p_island, Constrain
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if (i == E->get())
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continue;
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Body2DSW *b = c->get_body_ptr()[i];
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if (b->get_island_step() == _step || b->get_mode() == Physics2DServer::BODY_MODE_STATIC || b->get_mode() == Physics2DServer::BODY_MODE_KINEMATIC)
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if (b->get_island_step() == _step || b->get_mode() == PhysicsServer2D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC)
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continue; //no go
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_populate_island(c->get_body_ptr()[i], p_island, p_constraint_island);
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}
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@@ -101,7 +101,7 @@ void Step2DSW::_check_suspend(Body2DSW *p_island, real_t p_delta) {
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Body2DSW *b = p_island;
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while (b) {
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if (b->get_mode() == Physics2DServer::BODY_MODE_STATIC || b->get_mode() == Physics2DServer::BODY_MODE_KINEMATIC) {
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if (b->get_mode() == PhysicsServer2D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) {
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b = b->get_island_next();
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continue; //ignore for static
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}
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@@ -117,7 +117,7 @@ void Step2DSW::_check_suspend(Body2DSW *p_island, real_t p_delta) {
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b = p_island;
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while (b) {
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if (b->get_mode() == Physics2DServer::BODY_MODE_STATIC || b->get_mode() == Physics2DServer::BODY_MODE_KINEMATIC) {
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if (b->get_mode() == PhysicsServer2D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) {
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b = b->get_island_next();
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continue; //ignore for static
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}
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