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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-19 08:28:04 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-24 17:34:55 -0700
commitd9720d439545792bd742645f3c6e3f7c29327aa8 (patch)
tree3fcd3c843ac3464adeb2c2380780dabf6006c456 /doc/classes/PhysicsServer2D.xml
parent829fb4fba12d167ffe2280998d2f50431b2ccab3 (diff)
Fix CharacterBody motion with RayShape
Make separation ray shapes work properly in move_and_slide, wihtout the specific code in CharacterBody like before. Now most of the logic is handled inside the physics server. The only thing that's needed is to use ray shapes only for recovery and ignore them when performing the motion itself (unless we're snapping or slips on slope is on).
Diffstat (limited to 'doc/classes/PhysicsServer2D.xml')
-rw-r--r--doc/classes/PhysicsServer2D.xml3
1 files changed, 2 insertions, 1 deletions
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index ae6b5fda51..758ffb9b14 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -595,7 +595,8 @@
<argument index="2" name="motion" type="Vector2" />
<argument index="3" name="margin" type="float" default="0.08" />
<argument index="4" name="result" type="PhysicsTestMotionResult2D" default="null" />
- <argument index="5" name="exclude" type="Array" default="[]" />
+ <argument index="5" name="collide_separation_ray" type="bool" default="false" />
+ <argument index="6" name="exclude" type="Array" default="[]" />
<description>
Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult2D] can be passed to return additional information in.
</description>