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authorAndrew Silver <andrew.silver0@gmail.com>2018-02-05 21:44:53 +0100
committerAndrew Silver <andrew.silver0@gmail.com>2018-02-05 21:44:53 +0100
commitda81d9f843c7b1d42c92e10e61c4c7e3a9cfd612 (patch)
tree5824e74e4af334a75f4c14d4484238353c4e0e2e
parent5c9ecc174b60cd654102a3a77692cc80a2224253 (diff)
Fixed KinematicBody move_and_slide documentation naming
-rw-r--r--doc/classes/KinematicBody.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index 2c22ae4f93..1735501a47 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -85,7 +85,7 @@
[code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it with [code]delta[/code] — this is done by the method.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
- If the body collides, it will change direction a maximum of [code]max_bounces[/code] times before it stops.
+ If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision].
</description>