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authorMicky <66727710+Mickeon@users.noreply.github.com>2021-12-07 19:01:01 +0100
committerGitHub <noreply@github.com>2021-12-07 19:01:01 +0100
commit6cf2623a20466467821e5353c3d7968d4e92d532 (patch)
tree8188c22992506971a3547b7df8e32784fc578bd0 /thirdparty/bullet/Bullet3Collision/BroadPhaseCollision/b3DynamicBvhBroadphase.cpp
parent46d384060ef20672e23b3c1ffe947ff7898ecf75 (diff)
Various improvements to Camera2D's documentation
A summary of the tweaked descriptions: * "get_camera_position()" is explains what the camera position is, and mitigates the confusion between this method and Node2D.position; * "get_camera_screen_center()" links to the "get_camera_position" method; * "reset_smoothing()" links to the "smoothing_enabled" propriety; * "drag_horizontal_offset" and "drag_vertical_offset" link to their respective _enabled_ properties; * "limit_smoothed" links to the "smoothing_enabled" propriety; * "rotating" clarifies that the camera _view_ rotates when enabled. Partially closes https://github.com/godotengine/godot-docs/issues/5417, as some of the issues described are no longer present in 4.0, or are not fully solved in this PR. Further tweaks are welcome, as I'm afraid this could be a too verbose. A few of these could be split into their PR if necessary.
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