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-rw-r--r--doc/classes/KinematicBody3D.xml18
1 files changed, 9 insertions, 9 deletions
diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml
index 5f9b36f97d..5477c6bab6 100644
--- a/doc/classes/KinematicBody3D.xml
+++ b/doc/classes/KinematicBody3D.xml
@@ -18,7 +18,7 @@
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<description>
- Returns [code]true[/code] if the specified [code]axis[/code] is locked. See also [member move_lock_x], [member move_lock_y] and [member move_lock_z].
+ Returns [code]true[/code] if the specified [code]axis[/code] is locked. See also [member axis_lock_motion_x], [member axis_lock_motion_y] and [member axis_lock_motion_z].
</description>
</method>
<method name="get_floor_normal" qualifiers="const">
@@ -108,7 +108,7 @@
This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall.
- If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes if you include gravity in [code]linear_velocity[/code].
+ If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody3D] nodes, but it won't also detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D].
@@ -145,7 +145,7 @@
<argument index="1" name="lock" type="bool">
</argument>
<description>
- Locks or unlocks the specified [code]axis[/code] depending on the value of [code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and [member move_lock_z].
+ Locks or unlocks the specified [code]axis[/code] depending on the value of [code]lock[/code]. See also [member axis_lock_motion_x], [member axis_lock_motion_y] and [member axis_lock_motion_z].
</description>
</method>
<method name="test_move">
@@ -163,18 +163,18 @@
</method>
</methods>
<members>
- <member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001">
- If the body is at least this close to another body, this body will consider them to be colliding.
- </member>
- <member name="move_lock_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ <member name="axis_lock_motion_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's X axis movement.
</member>
- <member name="move_lock_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ <member name="axis_lock_motion_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's Y axis movement.
</member>
- <member name="move_lock_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ <member name="axis_lock_motion_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
Lock the body's Z axis movement.
</member>
+ <member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001">
+ If the body is at least this close to another body, this body will consider them to be colliding.
+ </member>
</members>
<constants>
</constants>