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-rw-r--r--doc/classes/ConcavePolygonShape3D.xml5
-rw-r--r--doc/classes/KinematicBody2D.xml5
-rw-r--r--doc/classes/KinematicBody3D.xml5
-rw-r--r--doc/classes/ProjectSettings.xml2
-rw-r--r--doc/classes/SoftBody3D.xml6
-rw-r--r--doc/classes/Sprite2D.xml4
-rw-r--r--doc/classes/Sprite3D.xml2
7 files changed, 17 insertions, 12 deletions
diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml
index 3e83202472..a9687abedc 100644
--- a/doc/classes/ConcavePolygonShape3D.xml
+++ b/doc/classes/ConcavePolygonShape3D.xml
@@ -28,6 +28,11 @@
</description>
</method>
</methods>
+ <members>
+ <member name="backface_collision" type="bool" setter="set_backface_collision_enabled" getter="is_backface_collision_enabled" default="false">
+ If set to [code]true[/code], collisions occur on both sides of the concave shape faces. Otherwise they occur only along the face normals.
+ </member>
+ </members>
<constants>
</constants>
</class>
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 476b64a336..fdd4db6115 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -162,7 +162,10 @@
</methods>
<members>
<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.08">
- If the body is at least this close to another body, this body will consider them to be colliding.
+ Extra margin used for collision recovery in motion functions (see [method move_and_collide], [method move_and_slide], [method move_and_slide_with_snap]).
+ If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
+ A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
+ A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.
</member>
<member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method move_and_collide] functions.
diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml
index a21496de54..efd3f58f88 100644
--- a/doc/classes/KinematicBody3D.xml
+++ b/doc/classes/KinematicBody3D.xml
@@ -177,7 +177,10 @@
Lock the body's Z axis movement.
</member>
<member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001">
- If the body is at least this close to another body, this body will consider them to be colliding.
+ Extra margin used for collision recovery in motion functions (see [method move_and_collide], [method move_and_slide], [method move_and_slide_with_snap]).
+ If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
+ A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
+ A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of kinematic bodies.
</member>
</members>
<constants>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index d7ccb03d04..5b9150ab04 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -734,7 +734,7 @@
<member name="input_devices/pen_tablet/driver" type="String" setter="" getter="">
Specifies the tablet driver to use. If left empty, the default driver will be used.
</member>
- <member name="input_devices/pen_tablet/driver.windows" type="String" setter="" getter="">
+ <member name="input_devices/pen_tablet/driver.Windows" type="String" setter="" getter="">
Override for [member input_devices/pen_tablet/driver] on Windows.
</member>
<member name="input_devices/pointing/emulate_mouse_from_touch" type="bool" setter="" getter="" default="true">
diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml
index 04e201e1bd..29f8ecd432 100644
--- a/doc/classes/SoftBody3D.xml
+++ b/doc/classes/SoftBody3D.xml
@@ -77,8 +77,6 @@
</method>
</methods>
<members>
- <member name="angular_stiffness" type="float" setter="set_angular_stiffness" getter="get_angular_stiffness" default="0.0">
- </member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this SoftBody3D is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
@@ -96,8 +94,6 @@
<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath(&quot;&quot;)">
[NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping.
</member>
- <member name="pose_matching_coefficient" type="float" setter="set_pose_matching_coefficient" getter="get_pose_matching_coefficient" default="0.0">
- </member>
<member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0">
</member>
<member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
@@ -109,8 +105,6 @@
<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="0.0">
The SoftBody3D's mass.
</member>
- <member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness" default="0.0">
- </member>
</members>
<constants>
</constants>
diff --git a/doc/classes/Sprite2D.xml b/doc/classes/Sprite2D.xml
index e4df753674..7a949d26e0 100644
--- a/doc/classes/Sprite2D.xml
+++ b/doc/classes/Sprite2D.xml
@@ -73,10 +73,10 @@
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
The texture's drawing offset.
</member>
- <member name="region_enabled" type="bool" setter="set_region" getter="is_region" default="false">
+ <member name="region_enabled" type="bool" setter="set_region_enabled" getter="is_region_enabled" default="false">
If [code]true[/code], texture is cut from a larger atlas texture. See [member region_rect].
</member>
- <member name="region_filter_clip" type="bool" setter="set_region_filter_clip" getter="is_region_filter_clip_enabled" default="false">
+ <member name="region_filter_clip_enabled" type="bool" setter="set_region_filter_clip_enabled" getter="is_region_filter_clip_enabled" default="false">
If [code]true[/code], the outermost pixels get blurred out. [member region_enabled] must be [code]true[/code].
</member>
<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )">
diff --git a/doc/classes/Sprite3D.xml b/doc/classes/Sprite3D.xml
index f9b947fa3d..658fd1a4f2 100644
--- a/doc/classes/Sprite3D.xml
+++ b/doc/classes/Sprite3D.xml
@@ -20,7 +20,7 @@
<member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1">
The number of columns in the sprite sheet.
</member>
- <member name="region_enabled" type="bool" setter="set_region" getter="is_region" default="false">
+ <member name="region_enabled" type="bool" setter="set_region_enabled" getter="is_region_enabled" default="false">
If [code]true[/code], texture will be cut from a larger atlas texture. See [member region_rect].
</member>
<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )">