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-rw-r--r--doc/classes/CharacterBody2D.xml2
-rw-r--r--doc/classes/CharacterBody3D.xml2
-rw-r--r--scene/2d/physics_body_2d.h2
-rw-r--r--scene/3d/physics_body_3d.h2
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;