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author | JohnM666 <zhekamol@gmail.com> | 2021-05-19 23:16:49 +0300 |
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committer | JohnM <zhekamol@gmail.com> | 2021-05-20 10:46:24 +0300 |
commit | b19544e91d054c13597e3820dd05311e1852b30c (patch) | |
tree | f9e5c30ff2eb8f80b2dda35937246598c514b3c0 /doc/classes | |
parent | 57927bd56b1e5e4e09abe8c66af754fda269e9bd (diff) |
Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes Godot
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/RigidBody3D.xml | 2 |
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> |