diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2020-02-12 12:17:40 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-02-12 13:39:55 +0100 |
commit | 1206bdb71b6618601c9fe14e7054e369c81f96f8 (patch) | |
tree | 86bfea5600deee8198096138d9fb95f70a824223 /doc/classes | |
parent | 49eef1180b441d6778d1b03168226bee7c815f3d (diff) |
Remove deprecated PhysicsBody friction and bounce parameters
They were replaced in 3.1 by PhysicsMaterial properties via #12403.
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/RigidBody.xml | 8 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 8 | ||||
-rw-r--r-- | doc/classes/StaticBody.xml | 8 | ||||
-rw-r--r-- | doc/classes/StaticBody2D.xml | 8 |
4 files changed, 0 insertions, 32 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 19c0363963..e2b7813361 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -145,10 +145,6 @@ <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's movement in the Z axis. </member> - <member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> - The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). - Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. - </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> 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> @@ -165,10 +161,6 @@ <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> 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). - Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. - </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. </member> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 958c6f0504..79c4205f59 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -126,10 +126,6 @@ <member name="applied_torque" type="float" setter="set_applied_torque" getter="get_applied_torque" default="0.0"> The body's total applied torque. </member> - <member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> - The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). - Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. - </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. </member> @@ -146,10 +142,6 @@ <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> If [code]true[/code], internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function. </member> - <member name="friction" type="float" setter="set_friction" getter="get_friction"> - The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). - Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. - </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s. </member> diff --git a/doc/classes/StaticBody.xml b/doc/classes/StaticBody.xml index ce7584ecda..280b95d182 100644 --- a/doc/classes/StaticBody.xml +++ b/doc/classes/StaticBody.xml @@ -12,20 +12,12 @@ <methods> </methods> <members> - <member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> - The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). - Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. - </member> <member name="constant_angular_velocity" type="Vector3" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="Vector3( 0, 0, 0 )"> The body's constant angular velocity. This does not rotate the body, but affects other bodies that touch it, as if it was in a state of rotation. </member> <member name="constant_linear_velocity" type="Vector3" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector3( 0, 0, 0 )"> The body's constant linear velocity. This does not move the body, but affects other bodies that touch it, as if it was in a state of movement. </member> - <member name="friction" type="float" setter="set_friction" getter="get_friction"> - The body's friction, from 0 (frictionless) to 1 (full friction). - Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. - </member> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml index daa160b8a9..2a5c1ea6f4 100644 --- a/doc/classes/StaticBody2D.xml +++ b/doc/classes/StaticBody2D.xml @@ -12,20 +12,12 @@ <methods> </methods> <members> - <member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> - The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). - Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. - </member> <member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="0.0"> The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating. </member> <member name="constant_linear_velocity" type="Vector2" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector2( 0, 0 )"> The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving. </member> - <member name="friction" type="float" setter="set_friction" getter="get_friction"> - The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction). - Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. - </member> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. |