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synced 2025-10-15 10:19:04 +00:00
Fixed SetGravity action.
Version bump.
This commit is contained in:
@@ -1,11 +1,11 @@
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#ifndef VERSION_H
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#define VERSION_H
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#ifndef GDCORE_VERSION_H
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#define GDCORE_VERSION_H
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namespace AutoVersion{
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//Date Version Types
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static const char GDCore_DATE[] = "15";
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static const char GDCore_MONTH[] = "05";
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static const char GDCore_DATE[] = "04";
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static const char GDCore_MONTH[] = "08";
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static const char GDCore_YEAR[] = "2014";
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//Software Status
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@@ -16,16 +16,16 @@ namespace AutoVersion{
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static const long GDCore_MAJOR = 3;
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static const long GDCore_MINOR = 4;
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static const long GDCore_BUILD = 72;
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static const long GDCore_REVISION = 0;
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static const long GDCore_REVISION = 2;
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//Miscellaneous Version Types
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#define GDCore_RC_FILEVERSION 3,4,72,0
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#define GDCore_RC_FILEVERSION_STRING "3, 4, 72, 0\0"
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static const char GDCore_FULLVERSION_STRING[] = "3.4.72.0";
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#define GDCore_RC_FILEVERSION 3,4,72,2
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#define GDCore_RC_FILEVERSION_STRING "3, 4, 72, 2\0"
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static const char GDCore_FULLVERSION_STRING[] = "3.4.72.2";
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//These values are to keep track of your versioning state, don't modify them.
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static const long GDCore_BUILD_HISTORY = 0;
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}
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#endif //VERSION_H
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#endif //GDCORE_VERSION_H
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@@ -258,7 +258,7 @@ void PhysicsAutomatism::OnDeActivate()
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/**
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* Set a body to be static
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*/
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void PhysicsAutomatism::SetStatic(RuntimeScene & scene )
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void PhysicsAutomatism::SetStatic(RuntimeScene & scene)
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{
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dynamic = false;
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@@ -269,7 +269,7 @@ void PhysicsAutomatism::SetStatic(RuntimeScene & scene )
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/**
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* Set a body to be dynamic
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*/
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void PhysicsAutomatism::SetDynamic(RuntimeScene & scene )
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void PhysicsAutomatism::SetDynamic(RuntimeScene & scene)
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{
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dynamic = true;
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@@ -281,7 +281,7 @@ void PhysicsAutomatism::SetDynamic(RuntimeScene & scene )
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/**
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* Set rotation to be fixed
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*/
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void PhysicsAutomatism::SetFixedRotation(RuntimeScene & scene )
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void PhysicsAutomatism::SetFixedRotation(RuntimeScene & scene)
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{
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fixedRotation = true;
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@@ -292,7 +292,7 @@ void PhysicsAutomatism::SetFixedRotation(RuntimeScene & scene )
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/**
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* Set rotation to be free
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*/
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void PhysicsAutomatism::SetFreeRotation(RuntimeScene & scene )
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void PhysicsAutomatism::SetFreeRotation(RuntimeScene & scene)
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{
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fixedRotation = false;
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@@ -303,7 +303,7 @@ void PhysicsAutomatism::SetFreeRotation(RuntimeScene & scene )
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/**
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* Consider object as bullet, for better collision handling
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*/
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void PhysicsAutomatism::SetAsBullet(RuntimeScene & scene )
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void PhysicsAutomatism::SetAsBullet(RuntimeScene & scene)
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{
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isBullet = true;
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@@ -314,7 +314,7 @@ void PhysicsAutomatism::SetAsBullet(RuntimeScene & scene )
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/**
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* Don't consider object as bullet, for faster collision handling
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*/
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void PhysicsAutomatism::DontSetAsBullet(RuntimeScene & scene )
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void PhysicsAutomatism::DontSetAsBullet(RuntimeScene & scene)
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{
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isBullet = false;
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@@ -472,7 +472,7 @@ void PhysicsAutomatism::SetGravity( float xGravity, float yGravity, RuntimeScene
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{
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if ( !body ) CreateBody(scene);
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runtimeScenesPhysicsDatas->world->SetGravity(b2Vec2( xGravity*runtimeScenesPhysicsDatas->GetInvScaleX(), -yGravity*runtimeScenesPhysicsDatas->GetInvScaleY()));
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runtimeScenesPhysicsDatas->world->SetGravity(b2Vec2(xGravity, -yGravity));
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}
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@@ -440,9 +440,7 @@ gdjs.PhysicsRuntimeAutomatism.prototype.setGravity = function( xGravity, yGravit
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{
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if ( this._box2DBody === null ) this.createBody();
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this._sharedData.world.SetGravity(this.b2Vec2(
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xGravity*this._sharedData.invScaleX,
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-yGravity*this._sharedData.invScaleY));
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this._sharedData.world.SetGravity(this.b2Vec2(xGravity, -yGravity));
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};
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gdjs.PhysicsRuntimeAutomatism.prototype.addGearJointBetweenObjects = function( object, ratio )
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