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-rw-r--r--doc/classes/AudioStreamPlayer3D.xml1
-rw-r--r--doc/classes/Input.xml3
-rw-r--r--doc/classes/Thread.xml1
-rw-r--r--servers/physics_2d/body_pair_2d_sw.cpp4
4 files changed, 6 insertions, 3 deletions
diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml
index bd90e3bd1a..98100370b6 100644
--- a/doc/classes/AudioStreamPlayer3D.xml
+++ b/doc/classes/AudioStreamPlayer3D.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
Plays a sound effect with directed sound effects, dampens with distance if needed, generates effect of hearable position in space.
+ By default, audio is heard from the camera position. This can be changed by adding a [Listener3D] node to the scene and enabling it by calling [method Listener3D.make_current] on it.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/audio/audio_streams.html</link>
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index fc3c3776ce..fbc9dfa564 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -417,7 +417,8 @@
Makes the mouse cursor hidden if it is visible.
</constant>
<constant name="MOUSE_MODE_CAPTURED" value="2" enum="MouseMode">
- Captures the mouse. The mouse will be hidden and unable to leave the game window, but it will still register movement and mouse button presses. On Windows and Linux, the mouse will use raw input mode, which means the reported movement will be unaffected by the OS' mouse acceleration settings.
+ Captures the mouse. The mouse will be hidden and its position locked at the center of the screen.
+ [b]Note:[/b] If you want to process the mouse's movement in this mode, you need to use [member InputEventMouseMotion.relative].
</constant>
<constant name="MOUSE_MODE_CONFINED" value="3" enum="MouseMode">
Makes the mouse cursor visible but confines it to the game window.
diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml
index e0a58d5736..46377ecf20 100644
--- a/doc/classes/Thread.xml
+++ b/doc/classes/Thread.xml
@@ -5,6 +5,7 @@
</brief_description>
<description>
A unit of execution in a process. Can run methods on [Object]s simultaneously. The use of synchronization via [Mutex] or [Semaphore] is advised if working with shared objects.
+ [b]Note:[/b] Breakpoints won't break on code if it's running in a thread. This is a current limitation of the GDScript debugger.
</description>
<tutorials>
<link title="Using multiple threads">https://docs.godotengine.org/en/latest/tutorials/threads/using_multiple_threads.html</link>
diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/body_pair_2d_sw.cpp
index 5997959432..2021aab17c 100644
--- a/servers/physics_2d/body_pair_2d_sw.cpp
+++ b/servers/physics_2d/body_pair_2d_sw.cpp
@@ -478,8 +478,8 @@ void BodyPair2DSW::solve(real_t p_step) {
Vector2 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- A->apply_bias_impulse(c.rA, -jb);
- B->apply_bias_impulse(c.rB, jb);
+ A->apply_bias_impulse(-jb, c.rA);
+ B->apply_bias_impulse(jb, c.rB);
real_t jn = -(c.bounce + vn) * c.mass_normal;
real_t jnOld = c.acc_normal_impulse;