diff options
author | smix8 <52464204+smix8@users.noreply.github.com> | 2022-12-19 19:01:27 +0100 |
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committer | smix8 <52464204+smix8@users.noreply.github.com> | 2022-12-19 19:31:43 +0100 |
commit | eb88aef537bf7206340e9e64ecf85eb9585ff53b (patch) | |
tree | 1913af34614505e2691d06e990777d9397dbbc55 /modules/gridmap/doc_classes/GridMap.xml | |
parent | dcb3754db09b7b8c35aae1fedbc485b91e9f9508 (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.xml | 3 |
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> |