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-rw-r--r--doc/classes/CharacterBody2D.xml8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 28a9107db6..1c4475dd70 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -165,9 +165,6 @@
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force.
</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">
- Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees.
- </member>
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
</member>
@@ -192,12 +189,15 @@
<member name="up_direction" type="Vector2" setter="set_up_direction" getter="get_up_direction" default="Vector2(0, -1)">
Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector2.UP[/code]. If set to [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
</member>
+ <member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
+ Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. This property only affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING].
+ </member>
</members>
<constants>
<constant name="MOTION_MODE_GROUNDED" value="0" enum="MotionMode">
Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for sided games like platformers.
</constant>
- <constant name="MOTION_MODE_FREE" value="1" enum="MotionMode">
+ <constant name="MOTION_MODE_FLOATING" value="1" enum="MotionMode">
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for top-down games.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">