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-rw-r--r--doc/classes/KinematicBody.xml5
-rw-r--r--doc/classes/KinematicBody2D.xml3
-rw-r--r--doc/classes/Physics2DDirectBodyState.xml43
-rw-r--r--doc/classes/PhysicsDirectBodyState.xml28
-rw-r--r--editor/editor_properties.cpp2
-rw-r--r--editor/plugins/tile_map_editor_plugin.cpp10
-rw-r--r--scene/3d/area.cpp1
7 files changed, 61 insertions, 31 deletions
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index 4aec75d89f..78012dd31c 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -93,10 +93,11 @@
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody[/code] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
- If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
+ If [code]stop_on_slope[/code] is true, body will not slide on slopes if you include gravity in [code]linear_velocity[/code].
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
- Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision].
+ If [code]infinite_inertia[/code] is true, body will be able to push [RigidBody] nodes, but it won't also detect any collisions with them. When false, it will interact with [RigidBody] nodes like with [StaticBody].
+ Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision].
</description>
</method>
<method name="move_and_slide_with_snap">
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 8aaa7c4ace..3eca698bba 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -97,9 +97,10 @@
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
- If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
+ If [code]stop_on_slope[/code] is true, body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
+ If [code]infinite_inertia[/code] is true, body will be able to push [RigidBody2D] nodes, but it won't also detect any collisions with them. When false, it will interact with [RigidBody2D] nodes like with [StaticBody2D].
Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision].
</description>
</method>
diff --git a/doc/classes/Physics2DDirectBodyState.xml b/doc/classes/Physics2DDirectBodyState.xml
index 52c89248ff..5b320a051f 100644
--- a/doc/classes/Physics2DDirectBodyState.xml
+++ b/doc/classes/Physics2DDirectBodyState.xml
@@ -4,9 +4,10 @@
Direct access object to a physics body in the [Physics2DServer].
</brief_description>
<description>
- Direct access object to a physics body in the [Physics2DServer]. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body.
+ Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<demos>
</demos>
@@ -17,6 +18,7 @@
<argument index="0" name="force" type="Vector2">
</argument>
<description>
+ Adds a constant directional force without affecting rotation.
</description>
</method>
<method name="add_force">
@@ -27,6 +29,7 @@
<argument index="1" name="force" type="Vector2">
</argument>
<description>
+ Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
</description>
</method>
<method name="add_torque">
@@ -35,6 +38,7 @@
<argument index="0" name="torque" type="float">
</argument>
<description>
+ Adds a constant rotational force.
</description>
</method>
<method name="apply_central_impulse">
@@ -43,6 +47,7 @@
<argument index="0" name="impulse" type="Vector2">
</argument>
<description>
+ Applies a directional impulse without affecting rotation.
</description>
</method>
<method name="apply_impulse">
@@ -53,6 +58,7 @@
<argument index="1" name="impulse" type="Vector2">
</argument>
<description>
+ Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
</description>
</method>
<method name="apply_torque_impulse">
@@ -61,6 +67,7 @@
<argument index="0" name="impulse" type="float">
</argument>
<description>
+ Applies a rotational impulse to the body.
</description>
</method>
<method name="get_contact_collider" qualifiers="const">
@@ -69,7 +76,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the [RID] of the collider.
+ Returns the collider's [RID].
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
@@ -78,7 +85,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the object id of the collider.
+ Returns the collider's object id.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
@@ -87,7 +94,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
+ Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
</description>
</method>
<method name="get_contact_collider_position" qualifiers="const">
@@ -96,7 +103,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the contact position in the collider.
+ Returns the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
@@ -105,7 +112,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the collider shape index.
+ Returns the collider's shape index.
</description>
</method>
<method name="get_contact_collider_shape_metadata" qualifiers="const">
@@ -114,7 +121,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the metadata of the collided shape. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
+ Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
@@ -123,14 +130,14 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the linear velocity vector at contact point of the collider.
+ Returns the linear velocity vector at the collider's contact point.
</description>
</method>
<method name="get_contact_count" qualifiers="const">
<return type="int">
</return>
<description>
- Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts.
+ Returns the number of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. See [member RigidBody2D.contact_monitor].
</description>
</method>
<method name="get_contact_local_normal" qualifiers="const">
@@ -139,7 +146,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the local normal (of this body) of the contact point.
+ Returns the local normal at the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
@@ -148,7 +155,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the local position (of this body) of the contact point.
+ Returns the local position of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
@@ -157,27 +164,27 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the local shape index of the collision.
+ Returns the local shape index of the collision.
</description>
</method>
<method name="get_space_state">
<return type="Physics2DDirectSpaceState">
</return>
<description>
- Return the current state of space, useful for queries.
+ Returns the current state of the space, useful for queries.
</description>
</method>
<method name="integrate_forces">
<return type="void">
</return>
<description>
- Call the built-in force integration code.
+ Calls the built-in force integration code.
</description>
</method>
</methods>
<members>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
- The angular velocity of the body.
+ The body's rotational velocity.
</member>
<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
@@ -186,10 +193,10 @@
The inverse of the mass of the body.
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity">
- The linear velocity of the body.
+ The body's linear velocity.
</member>
<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
- [code]true[/code] if this body is currently sleeping (not active).
+ If [code]true[/code], this body is currently sleeping (not active).
</member>
<member name="step" type="float" setter="" getter="get_step">
The timestep (delta) used for the simulation.
@@ -204,7 +211,7 @@
The rate at which the body stops moving, if there are not any other forces moving it.
</member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
- The transformation matrix of the body.
+ The body's transformation matrix.
</member>
</members>
<constants>
diff --git a/doc/classes/PhysicsDirectBodyState.xml b/doc/classes/PhysicsDirectBodyState.xml
index cf718f06b2..10b5199128 100644
--- a/doc/classes/PhysicsDirectBodyState.xml
+++ b/doc/classes/PhysicsDirectBodyState.xml
@@ -1,14 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsDirectBodyState" inherits="Object" category="Core" version="3.1">
<brief_description>
+ Direct access object to a physics body in the [PhysicsServer].
</brief_description>
<description>
+ Provides direct access to a physics body in the [PhysicsServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody._integrate_forces].
</description>
<tutorials>
</tutorials>
<demos>
</demos>
- <methods>
+ <methods>(
<method name="add_central_force">
<return type="void">
</return>
@@ -27,7 +29,7 @@
<argument index="1" name="position" type="Vector3">
</argument>
<description>
- Adds a constant force (i.e. acceleration).
+ Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
</description>
</method>
<method name="add_torque">
@@ -36,7 +38,7 @@
<argument index="0" name="torque" type="Vector3">
</argument>
<description>
- Adds a constant rotational force (i.e. a motor) without affecting position.
+ Adds a constant rotational force without affecting position.
</description>
</method>
<method name="apply_central_impulse">
@@ -75,6 +77,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
+ Returns the collider's [RID].
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
@@ -83,6 +86,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
+ Returns the collider's object id.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
@@ -91,6 +95,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
+ Returns the collider object.
</description>
</method>
<method name="get_contact_collider_position" qualifiers="const">
@@ -99,6 +104,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
+ Returns the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
@@ -107,6 +113,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
+ Returns the collider's shape index.
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
@@ -115,12 +122,14 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
+ Returns the linear velocity vector at the collider's contact point.
</description>
</method>
<method name="get_contact_count" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the number of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. See [member RigidBody.contact_monitor].
</description>
</method>
<method name="get_contact_impulse" qualifiers="const">
@@ -138,6 +147,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
+ Returns the local normal at the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
@@ -146,6 +156,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
+ Returns the local position of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
@@ -154,24 +165,27 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
+ Returns the local shape index of the collision.
</description>
</method>
<method name="get_space_state">
<return type="PhysicsDirectSpaceState">
</return>
<description>
+ Returns the current state of the space, useful for queries.
</description>
</method>
<method name="integrate_forces">
<return type="void">
</return>
<description>
+ Calls the built-in force integration code.
</description>
</method>
</methods>
<members>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity">
- The angular velocity of the body.
+ The body's rotational velocity.
</member>
<member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass">
</member>
@@ -182,12 +196,12 @@
The inverse of the mass of the body.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity">
- The linear velocity of the body.
+ The body's linear velocity.
</member>
<member name="principal_inertia_axes" type="Basis" setter="" getter="get_principal_inertia_axes">
</member>
<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
- [code]true[/code] if this body is currently sleeping (not active).
+ If [code]true[/code], this body is currently sleeping (not active).
</member>
<member name="step" type="float" setter="" getter="get_step">
The timestep (delta) used for the simulation.
@@ -202,7 +216,7 @@
The rate at which the body stops moving, if there are not any other forces moving it.
</member>
<member name="transform" type="Transform" setter="set_transform" getter="get_transform">
- The transformation matrix of the body.
+ The body's transformation matrix.
</member>
</members>
<constants>
diff --git a/editor/editor_properties.cpp b/editor/editor_properties.cpp
index d7faa44441..2d0d212af9 100644
--- a/editor/editor_properties.cpp
+++ b/editor/editor_properties.cpp
@@ -1982,6 +1982,8 @@ void EditorPropertyResource::_file_selected(const String &p_path) {
RES res = ResourceLoader::load(p_path);
+ ERR_FAIL_COND(res.is_null());
+
List<PropertyInfo> prop_list;
get_edited_object()->get_property_list(&prop_list);
String property_types;
diff --git a/editor/plugins/tile_map_editor_plugin.cpp b/editor/plugins/tile_map_editor_plugin.cpp
index 1a367b61dd..b1fc14e88a 100644
--- a/editor/plugins/tile_map_editor_plugin.cpp
+++ b/editor/plugins/tile_map_editor_plugin.cpp
@@ -1463,12 +1463,15 @@ void TileMapEditor::forward_canvas_draw_over_viewport(Control *p_overlay) {
Vector2 from = xform.xform(node->map_to_world(Vector2(i, j), true) + ofs);
Vector2 to = xform.xform(node->map_to_world(Vector2(i, j + 1), true) + ofs);
+
Color col = i == 0 ? Color(1, 0.8, 0.2, 0.5) : Color(1, 0.3, 0.1, 0.2);
p_overlay->draw_line(from, to, col, 1);
- if (max_lines-- == 0)
+ if (--max_lines == 0)
break;
}
+ if (max_lines == 0)
+ break;
}
}
@@ -1500,12 +1503,15 @@ void TileMapEditor::forward_canvas_draw_over_viewport(Control *p_overlay) {
Vector2 from = xform.xform(node->map_to_world(Vector2(j, i), true) + ofs);
Vector2 to = xform.xform(node->map_to_world(Vector2(j + 1, i), true) + ofs);
+
Color col = i == 0 ? Color(1, 0.8, 0.2, 0.5) : Color(1, 0.3, 0.1, 0.2);
p_overlay->draw_line(from, to, col, 1);
- if (max_lines-- == 0)
+ if (--max_lines == 0)
break;
}
+ if (max_lines == 0)
+ break;
}
}
}
diff --git a/scene/3d/area.cpp b/scene/3d/area.cpp
index e58e26d2d1..13d9181082 100644
--- a/scene/3d/area.cpp
+++ b/scene/3d/area.cpp
@@ -756,7 +756,6 @@ Area::Area() :
monitorable = false;
collision_mask = 1;
collision_layer = 1;
- set_ray_pickable(false);
set_monitoring(true);
set_monitorable(true);