diff options
-rw-r--r-- | doc/classes/CharacterBody2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/CharacterBody3D.xml | 2 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 2 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.h | 2 |
4 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index 6e8d7a2b15..35702070be 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -137,7 +137,7 @@ Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction]. As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping. </member> - <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="false"> + <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true"> If [code]true[/code], the body will not slide on floor's slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still. </member> <member name="free_mode_min_slide_angle" type="float" setter="set_free_mode_min_slide_angle" getter="get_free_mode_min_slide_angle" default="0.261799"> diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index f13796bfe7..66d9940b60 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -146,7 +146,7 @@ Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction]. As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping. </member> - <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="false"> + <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true"> If [code]true[/code], the body will not slide on slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still. </member> <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)"> diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index ac1a1357f1..42b602db2f 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -327,8 +327,8 @@ private: real_t margin = 0.08; MotionMode motion_mode = MOTION_MODE_GROUNDED; - bool floor_stop_on_slope = false; bool floor_constant_speed = false; + bool floor_stop_on_slope = true; bool floor_block_on_wall = true; bool slide_on_ceiling = true; int max_slides = 4; diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 942fcc44c5..00a5190824 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -364,8 +364,8 @@ private: }; CollisionState collision_state; - bool floor_stop_on_slope = false; bool floor_constant_speed = false; + bool floor_stop_on_slope = true; bool floor_block_on_wall = true; bool slide_on_ceiling = true; int max_slides = 6; |