diff options
Diffstat (limited to 'doc/classes/CollisionObject2D.xml')
-rw-r--r-- | doc/classes/CollisionObject2D.xml | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml index 4353d97597..67d5a667e8 100644 --- a/doc/classes/CollisionObject2D.xml +++ b/doc/classes/CollisionObject2D.xml @@ -55,7 +55,7 @@ </description> </method> <method name="get_shape_owners"> - <return type="Array" /> + <return type="PackedInt32Array" /> <description> Returns an [Array] of [code]owner_id[/code] identifiers. You can use these ids in other methods that take [code]owner_id[/code] as an argument. </description> @@ -206,6 +206,9 @@ The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> + <member name="collision_priority" type="float" setter="set_collision_priority" getter="get_collision_priority" default="1.0"> + The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level. + </member> <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject2D.DisableMode" default="0"> Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. </member> |