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authorJohnM666 <zhekamol@gmail.com>2021-05-19 23:16:49 +0300
committerJohnM <zhekamol@gmail.com>2021-05-20 10:46:24 +0300
commitb19544e91d054c13597e3820dd05311e1852b30c (patch)
treef9e5c30ff2eb8f80b2dda35937246598c514b3c0 /doc/classes
parent57927bd56b1e5e4e09abe8c66af754fda269e9bd (diff)
Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes Godot
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/RigidBody3D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 1c6c8852a9..c69692f7a3 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -103,7 +103,7 @@
[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
</description>
</method>
- <method name="get_inverse_inertia_tensor">
+ <method name="get_inverse_inertia_tensor" qualifiers="const">
<return type="Basis">
</return>
<description>