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author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-08-10 11:48:19 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-08-10 12:10:26 -0700 |
commit | 4da3a87f7d31dda644f6bd6dc300bd6e4f7eef79 (patch) | |
tree | 0aa27d537ef58d6da5ac9dc65267a8fc992e5d15 /doc/classes/PhysicsBody3D.xml | |
parent | ac1dab5062ff3f56b51ce6585e79af66b1f8c559 (diff) | |
download | redot-engine-4da3a87f7d31dda644f6bd6dc300bd6e4f7eef79.tar.gz |
Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.
Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
Diffstat (limited to 'doc/classes/PhysicsBody3D.xml')
-rw-r--r-- | doc/classes/PhysicsBody3D.xml | 12 |
1 files changed, 4 insertions, 8 deletions
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index a2a68115d0..ea2553e28a 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -33,10 +33,8 @@ <method name="move_and_collide"> <return type="KinematicCollision3D" /> <argument index="0" name="rel_vec" type="Vector3" /> - <argument index="1" name="infinite_inertia" type="bool" default="true" /> - <argument index="2" name="exclude_raycast_shapes" type="bool" default="true" /> - <argument index="3" name="test_only" type="bool" default="false" /> - <argument index="4" name="safe_margin" type="float" default="0.001" /> + <argument index="1" name="test_only" type="bool" default="false" /> + <argument index="2" name="safe_margin" type="float" default="0.001" /> <description> Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. @@ -62,10 +60,8 @@ <return type="bool" /> <argument index="0" name="from" type="Transform3D" /> <argument index="1" name="rel_vec" type="Vector3" /> - <argument index="2" name="infinite_inertia" type="bool" default="true" /> - <argument index="3" name="exclude_raycast_shapes" type="bool" default="true" /> - <argument index="4" name="collision" type="KinematicCollision3D" default="null" /> - <argument index="5" name="safe_margin" type="float" default="0.001" /> + <argument index="2" name="collision" type="KinematicCollision3D" default="null" /> + <argument index="3" name="safe_margin" type="float" default="0.001" /> <description> Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur. [code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision (should there be one). |