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-rw-r--r--doc/classes/LightOccluder2D.xml6
-rw-r--r--scene/2d/light_occluder_2d.cpp4
2 files changed, 5 insertions, 5 deletions
diff --git a/doc/classes/LightOccluder2D.xml b/doc/classes/LightOccluder2D.xml
index 45925dee96..550daf9225 100644
--- a/doc/classes/LightOccluder2D.xml
+++ b/doc/classes/LightOccluder2D.xml
@@ -12,12 +12,12 @@
<methods>
</methods>
<members>
- <member name="light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
- The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
- </member>
<member name="occluder" type="OccluderPolygon2D" setter="set_occluder_polygon" getter="get_occluder_polygon">
The [OccluderPolygon2D] used to compute the shadow.
</member>
+ <member name="occluder_light_mask" type="int" setter="set_occluder_light_mask" getter="get_occluder_light_mask" default="1">
+ The LightOccluder2D's occluder light mask. The LightOccluder2D will cast shadows only from Light2D(s) that have the same light mask(s).
+ </member>
<member name="sdf_collision" type="bool" setter="set_as_sdf_collision" getter="is_set_as_sdf_collision" default="true">
</member>
</members>
diff --git a/scene/2d/light_occluder_2d.cpp b/scene/2d/light_occluder_2d.cpp
index 6908fbeada..b5b39ccc8f 100644
--- a/scene/2d/light_occluder_2d.cpp
+++ b/scene/2d/light_occluder_2d.cpp
@@ -238,7 +238,7 @@ Ref<OccluderPolygon2D> LightOccluder2D::get_occluder_polygon() const {
void LightOccluder2D::set_occluder_light_mask(int p_mask) {
mask = p_mask;
- RS::get_singleton()->canvas_light_occluder_set_light_mask(occluder, mask);
+ RS::get_singleton()->canvas_light_occluder_set_light_mask(occluder, p_mask);
}
int LightOccluder2D::get_occluder_light_mask() const {
@@ -285,7 +285,7 @@ void LightOccluder2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "occluder", PROPERTY_HINT_RESOURCE_TYPE, "OccluderPolygon2D"), "set_occluder_polygon", "get_occluder_polygon");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sdf_collision"), "set_as_sdf_collision", "is_set_as_sdf_collision");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_occluder_light_mask", "get_occluder_light_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "occluder_light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_occluder_light_mask", "get_occluder_light_mask");
}
LightOccluder2D::LightOccluder2D() {