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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-11-15 14:04:00 +0100 |
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committer | GitHub <noreply@github.com> | 2021-11-15 14:04:00 +0100 |
commit | d7190e04ed0ae5b23213a1ab829a6eb07f671f1a (patch) | |
tree | f2d144f6a018c0bd0874cd4203f6f056fc107f35 /doc/classes/RayCast3D.xml | |
parent | 4b09e342756daa0453b834cde3cd32a0ed289546 (diff) | |
parent | 6c1bd4d227a85d690bb0e3a717aba67e77dbdfcc (diff) |
Merge pull request #54991 from akien-mga/dehardcode-docs-branch-url
Diffstat (limited to 'doc/classes/RayCast3D.xml')
-rw-r--r-- | doc/classes/RayCast3D.xml | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index f15643c93f..8abd3f84b1 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -11,7 +11,7 @@ RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast. </description> <tutorials> - <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <methods> @@ -112,7 +112,7 @@ If [code]true[/code], collision with [PhysicsBody3D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color(0, 0, 0, 1)"> The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something. |