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author | Micky <66727710+Mickeon@users.noreply.github.com> | 2021-12-07 19:01:01 +0100 |
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committer | GitHub <noreply@github.com> | 2021-12-07 19:01:01 +0100 |
commit | 6cf2623a20466467821e5353c3d7968d4e92d532 (patch) | |
tree | 8188c22992506971a3547b7df8e32784fc578bd0 /thirdparty/bullet/Bullet3Collision/BroadPhaseCollision/b3DynamicBvhBroadphase.cpp | |
parent | 46d384060ef20672e23b3c1ffe947ff7898ecf75 (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.
Diffstat (limited to 'thirdparty/bullet/Bullet3Collision/BroadPhaseCollision/b3DynamicBvhBroadphase.cpp')
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