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authorskyace65 <trekie96@hotmail.com>2021-10-23 08:59:43 -0400
committerskyace65 <trekie96@hotmail.com>2021-10-23 08:59:43 -0400
commit4dd8ab745af6885e89a05941d29cef4ebab0ee11 (patch)
tree9220266c081c4d74b563fd3da39ee7e0a1fc3dfa
parent83eb214bcfb44ab5ea56917f363b6135dc598c9b (diff)
Improve area method descriptions
-rw-r--r--doc/classes/Area2D.xml6
-rw-r--r--doc/classes/Area3D.xml6
2 files changed, 8 insertions, 4 deletions
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index ddfc3b1869..c6a3f87042 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -16,13 +16,15 @@
<method name="get_overlapping_areas" qualifiers="const">
<return type="Area2D[]" />
<description>
- Returns a list of intersecting [Area2D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ Returns a list of intersecting [Area2D]s. The overlapping area's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
</description>
</method>
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Node2D[]" />
<description>
- Returns a list of intersecting [PhysicsBody2D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
</description>
</method>
<method name="overlaps_area" qualifiers="const">
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index 896bfcd14e..14225c52a4 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -14,13 +14,15 @@
<method name="get_overlapping_areas" qualifiers="const">
<return type="Area3D[]" />
<description>
- Returns a list of intersecting [Area3D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ Returns a list of intersecting [Area3D]s. The overlapping area's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
</description>
</method>
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Node3D[]" />
<description>
- Returns a list of intersecting [PhysicsBody3D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
+ Returns a list of intersecting [PhysicsBody3D]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
+ For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
</description>
</method>
<method name="overlaps_area" qualifiers="const">