godot/servers
2016-03-07 23:14:14 +00:00
..
audio thread renaming 2016-01-31 20:23:24 -03:00
physics Merge pull request #2698 from Faless/add_area_fix 2016-01-23 23:07:23 -03:00
physics_2d Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable' 2016-02-01 04:30:16 +03:00
spatial_sound Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
spatial_sound_2d Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
visual Added extra controls to GeometryInstances to control how they should cast shadows: double-sided and shadows only. 2016-03-07 23:14:14 +00:00
audio_server.cpp set_signed_data now works correctly on pcm8 samples. 2016-01-21 14:40:58 +01:00
audio_server.h Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
physics_2d_server.cpp Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
physics_2d_server.h Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable' 2016-02-01 04:30:16 +03:00
physics_server.cpp Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
physics_server.h change intersect_ray function to discriminate pickable objects, fixes #3203 2016-01-10 15:54:57 -03:00
register_server_types.cpp Variables SpatialSoundServer and SS pointed to SpatialSound2DServer. 2016-01-30 10:36:58 +01:00
register_server_types.h Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
SCsub Cosmetic fixes to SCons buildsystem 2015-11-01 20:53:26 +01:00
server_wrap_mt_common.h ability to run 2D physics in a thread 2015-05-26 01:06:05 -03:00
spatial_sound_2d_server.cpp Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
spatial_sound_2d_server.h Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
spatial_sound_server.cpp Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
spatial_sound_server.h Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
visual_server.cpp Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
visual_server.h Added extra controls to GeometryInstances to control how they should cast shadows: double-sided and shadows only. 2016-03-07 23:14:14 +00:00