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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-02-08 11:19:35 +0100 |
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committer | GitHub <noreply@github.com> | 2019-02-08 11:19:35 +0100 |
commit | 39d6dbbb9f87d2cd478243f14beb4369cd540670 (patch) | |
tree | f8c1442b940549645620911921bf7ee43e0cea35 /doc | |
parent | 7fcdadadf4bc1031557ec4c45a4c057fa6ac96b7 (diff) | |
parent | 07e27cd1970e9a1d95b69beda0acfa7994283f9c (diff) |
Merge pull request #25506 from homer666/docs-update-cast-motion
[DOCS] Update PhysicsDirectSpaceState.cast_motion
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/PhysicsDirectSpaceState.xml | 2 |
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"> |