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| author | Rémi Verschelde <rverschelde@gmail.com> | 2023-11-09 11:47:00 +0100 |
|---|---|---|
| committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-11-09 11:47:00 +0100 |
| commit | b153f4868aeea4a7128e235750017f96da3a6eee (patch) | |
| tree | b48de091f2636e23e692826edfb1518e9c5d094c | |
| parent | aaafc691327a779ab5bcae4333ad4e47ede5f163 (diff) | |
| parent | aca6855ef25880d6c8684a6300d23068285937aa (diff) | |
| download | redot-engine-b153f4868aeea4a7128e235750017f96da3a6eee.tar.gz | |
Merge pull request #84567 from timothyqiu/shapecast-doc
Sync changes between ShapeCast and RayCast class references
| -rw-r--r-- | doc/classes/ShapeCast2D.xml | 6 | ||||
| -rw-r--r-- | doc/classes/ShapeCast3D.xml | 6 |
2 files changed, 6 insertions, 6 deletions
diff --git a/doc/classes/ShapeCast2D.xml b/doc/classes/ShapeCast2D.xml index a04ffe3881..d71c9ce13a 100644 --- a/doc/classes/ShapeCast2D.xml +++ b/doc/classes/ShapeCast2D.xml @@ -34,7 +34,7 @@ <method name="force_shapecast_update"> <return type="void" /> <description> - Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state. + Updates the collision information for the shape immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the shape or its parent has changed state. [b]Note:[/b] [code]enabled == true[/code] is not required for this to work. </description> </method> @@ -130,10 +130,10 @@ </methods> <members> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> - If [code]true[/code], collision with [Area2D]s will be reported. + If [code]true[/code], collisions with [Area2D]s will be reported. </member> <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true"> - If [code]true[/code], collision with [PhysicsBody2D]s will be reported. + If [code]true[/code], collisions with [PhysicsBody2D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml index ce72944098..e189628f4c 100644 --- a/doc/classes/ShapeCast3D.xml +++ b/doc/classes/ShapeCast3D.xml @@ -34,7 +34,7 @@ <method name="force_shapecast_update"> <return type="void" /> <description> - Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state. + Updates the collision information for the shape immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the shape or its parent has changed state. [b]Note:[/b] [code]enabled == true[/code] is not required for this to work. </description> </method> @@ -137,10 +137,10 @@ </methods> <members> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> - If [code]true[/code], collision with [Area3D]s will be reported. + If [code]true[/code], collisions with [Area3D]s will be reported. </member> <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true"> - If [code]true[/code], collision with [PhysicsBody3D]s will be reported. + If [code]true[/code], collisions with [PhysicsBody3D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. |
