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-rw-r--r--doc/classes/PhysicsShapeQueryParameters2D.xml6
1 files changed, 1 insertions, 5 deletions
diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml
index 8b006c68e7..6035b662ea 100644
--- a/doc/classes/PhysicsShapeQueryParameters2D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters2D.xml
@@ -8,8 +8,6 @@
</description>
<tutorials>
</tutorials>
- <methods>
- </methods>
<members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
If [code]true[/code], the query will take [Area2D]s into account.
@@ -17,7 +15,7 @@
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
</member>
- <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647">
+ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
@@ -67,6 +65,4 @@
The queried shape's transform matrix.
</member>
</members>
- <constants>
- </constants>
</class>