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-rw-r--r--doc/classes/RigidBody.xml8
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 &gt; Project Settings &gt; Physics &gt; 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>