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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-08-31 15:32:44 +0200 |
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committer | GitHub <noreply@github.com> | 2020-08-31 15:32:44 +0200 |
commit | 2cfc5b8680bf7c1f75b02f83f7ecc26d1e49021f (patch) | |
tree | d10d870a47d906a632c594815010b5989e57133e /doc/classes/TileMap.xml | |
parent | 0b4a325ddc2614f1c17a7873bf13f8bbdc3d3a95 (diff) | |
parent | c73c327babce096faa083ade0e308a35bd0a6759 (diff) | |
download | redot-engine-2cfc5b8680bf7c1f75b02f83f7ecc26d1e49021f.tar.gz |
Merge pull request #40993 from Calinou/doc-collision-layer-mask
Reference the online documentation in collision layer/mask properties
Diffstat (limited to 'doc/classes/TileMap.xml')
-rw-r--r-- | doc/classes/TileMap.xml | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 82eb305203..2780545f55 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -287,10 +287,10 @@ Friction value for static body collisions (see [code]collision_use_kinematic[/code]). </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The collision layer(s) for all colliders in the TileMap. + The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The collision mask(s) for all colliders in the TileMap. + The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false"> If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body. |