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-rw-r--r--doc/classes/RigidBody2D.xml6
1 files changed, 2 insertions, 4 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 68e78ba5d4..16ee1a444c 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RigidBody2D" inherits="PhysicsBody2D" category="Core" version="3.1">
+<class name="RigidBody2D" inherits="PhysicsBody2D" category="Core" version="3.2">
<brief_description>
A body that is controlled by the 2D physics engine.
</brief_description>
@@ -11,8 +11,6 @@
</description>
<tutorials>
</tutorials>
- <demos>
- </demos>
<methods>
<method name="_integrate_forces" qualifiers="virtual">
<return type="void">
@@ -69,7 +67,7 @@
<argument index="1" name="impulse" type="Vector2">
</argument>
<description>
- Applies a positioned impulse to the body (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied instantaneously. Both the impulse and the offset from the body origin are in global coordinates.
+ Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin.
</description>
</method>
<method name="apply_torque_impulse">