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Diffstat (limited to 'doc/classes/RigidBody2D.xml')
-rw-r--r-- | doc/classes/RigidBody2D.xml | 8 |
1 files changed, 0 insertions, 8 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 958c6f0504..79c4205f59 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -126,10 +126,6 @@ <member name="applied_torque" type="float" setter="set_applied_torque" getter="get_applied_torque" default="0.0"> The body's total applied torque. </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 body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. </member> @@ -146,10 +142,6 @@ <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 is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function. </member> - <member name="friction" type="float" setter="set_friction" getter="get_friction"> - The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum 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"> Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s. </member> |