From 989acbbe810920e303ae248432a735b1a7e9f7d5 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Wed, 11 Aug 2021 16:01:38 -0700 Subject: Uniformize layer names, script methods and documentation - Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask --- doc/classes/PhysicsDirectSpaceState3D.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'doc/classes/PhysicsDirectSpaceState3D.xml') diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index a6bfc8754d..13db50a2c7 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -59,7 +59,7 @@ [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. If the ray did not intersect anything, then an empty dictionary is returned instead. - Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect, or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively. -- cgit v1.2.3