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authorhomer666 <homer666@users.noreply.github.com>2019-01-31 20:39:40 +1100
committerhomer666 <homer666@users.noreply.github.com>2019-01-31 20:39:40 +1100
commit07e27cd1970e9a1d95b69beda0acfa7994283f9c (patch)
treeda5d8b2b66d70a1ce1e583f8c6a9250220653e67 /doc
parentf32c8269241ea5f293b3eda2f9dbe01ffb6f7397 (diff)
[DOCS] Update PhysicsDirectSpaceState.cast_motion
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/PhysicsDirectSpaceState.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState.xml b/doc/classes/PhysicsDirectSpaceState.xml
index c4dc103b72..118010b3cf 100644
--- a/doc/classes/PhysicsDirectSpaceState.xml
+++ b/doc/classes/PhysicsDirectSpaceState.xml
@@ -21,7 +21,7 @@
</argument>
<description>
Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
- If the shape can not move, the returned array will be [code][0, 0][/code].
+ If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics.
</description>
</method>
<method name="collide_shape">