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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-02-08 11:19:35 +0100
committerGitHub <noreply@github.com>2019-02-08 11:19:35 +0100
commit39d6dbbb9f87d2cd478243f14beb4369cd540670 (patch)
treef8c1442b940549645620911921bf7ee43e0cea35 /doc
parent7fcdadadf4bc1031557ec4c45a4c057fa6ac96b7 (diff)
parent07e27cd1970e9a1d95b69beda0acfa7994283f9c (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.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">