diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2018-12-20 13:46:54 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-12-20 13:47:12 +0100 |
commit | 6cdcde7114a7b12063d2d4b720583d6094d66c85 (patch) | |
tree | 18e5a9d0a612b99f61bf4324afa52fae28953a53 /doc/classes/RigidBody.xml | |
parent | d8067e905c031df9abe475c966fe389b03036036 (diff) |
doc: Add missing commas after "If true/false"
Diffstat (limited to 'doc/classes/RigidBody.xml')
-rw-r--r-- | doc/classes/RigidBody.xml | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 4ff332402b..8ad8b34db6 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -21,7 +21,7 @@ <argument index="0" name="state" type="PhysicsDirectBodyState"> </argument> <description> - Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default it works in addition to the usual physics behavior, but [method set_use_custom_integrator] allows you to disable the default behavior and do fully custom force integration for a body. + Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but [method set_use_custom_integrator] allows you to disable the default behavior and do fully custom force integration for a body. </description> </method> <method name="add_central_force"> @@ -130,20 +130,20 @@ RigidBody's bounciness. </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep"> - If [code]true[/code] the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. + If [code]true[/code], the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled"> - If [code]true[/code] the RigidBody will emit signals when it collides with another RigidBody. + If [code]true[/code], the RigidBody will emit signals when it collides with another RigidBody. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported"> The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. </member> <member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection"> - If [code]true[/code] continuous collision detection is used. + If [code]true[/code], continuous collision detection is used. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses less impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects. </member> <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator"> - If [code]true[/code] internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. + If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. </member> <member name="friction" type="float" setter="set_friction" getter="get_friction"> The body's friction, from 0 (frictionless) to 1 (max friction). @@ -166,7 +166,7 @@ <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> </member> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping"> - If [code]true[/code] the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method. + If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method. </member> <member name="weight" type="float" setter="set_weight" getter="get_weight"> The body's weight based on its mass and the global 3D gravity. Global values are set in "Project > Project Settings > Physics > 3d". |