diff options
Diffstat (limited to 'doc/classes/RigidBody.xml')
-rw-r--r-- | doc/classes/RigidBody.xml | 8 |
1 files changed, 0 insertions, 8 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 19c0363963..e2b7813361 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -145,10 +145,6 @@ <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's movement in the Z axis. </member> - <member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> - The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). - Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. - </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. </member> @@ -165,10 +161,6 @@ <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. </member> - <member name="friction" type="float" setter="set_friction" getter="get_friction"> - The body's friction, from 0 (frictionless) to 1 (max friction). - Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. - </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. </member> |