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authorsmix8 <52464204+smix8@users.noreply.github.com>2022-12-19 19:01:27 +0100
committersmix8 <52464204+smix8@users.noreply.github.com>2022-12-19 19:31:43 +0100
commiteb88aef537bf7206340e9e64ecf85eb9585ff53b (patch)
tree1913af34614505e2691d06e990777d9397dbbc55 /modules/gridmap/doc_classes/GridMap.xml
parentdcb3754db09b7b8c35aae1fedbc485b91e9f9508 (diff)
Add GridMap collision_priority
Adds property 'collision_priority' for all physics bodies of the entire GridMap.
Diffstat (limited to 'modules/gridmap/doc_classes/GridMap.xml')
-rw-r--r--modules/gridmap/doc_classes/GridMap.xml3
1 files changed, 3 insertions, 0 deletions
diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml
index bd5c938364..686ba4dad6 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -226,6 +226,9 @@
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
+ <member name="collision_priority" type="float" setter="set_collision_priority" getter="get_collision_priority" default="1.0">
+ The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
+ </member>
<member name="mesh_library" type="MeshLibrary" setter="set_mesh_library" getter="get_mesh_library">
The assigned [MeshLibrary].
</member>