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-rw-r--r--doc/classes/KinematicBody.xml2
-rw-r--r--doc/classes/KinematicBody2D.xml2
-rw-r--r--doc/classes/Particles2D.xml5
-rw-r--r--doc/classes/TileMap.xml2
4 files changed, 8 insertions, 3 deletions
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index ad41f48ddd..a4fade6ab2 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -89,7 +89,7 @@
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody[/code] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
- [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — this is done by the method.
+ [code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
[i]TODO: Update for new stop_on_slode argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 986010f832..b94304b9a8 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -89,7 +89,7 @@
</argument>
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
- [code]linear_velocity[/code] is a value in pixels per second. Unlike in for example [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — this is done by the method.
+ [code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
[i]TODO: Update for stop_on_slope argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
diff --git a/doc/classes/Particles2D.xml b/doc/classes/Particles2D.xml
index a6d23ed0f2..91c1a0ca9b 100644
--- a/doc/classes/Particles2D.xml
+++ b/doc/classes/Particles2D.xml
@@ -16,12 +16,14 @@
<return type="Rect2">
</return>
<description>
+ Returns a rectangle containing the positions of all existing particles.
</description>
</method>
<method name="restart">
<return type="void">
</return>
<description>
+ Restarts all the existing particles.
</description>
</method>
</methods>
@@ -39,8 +41,10 @@
How rapidly particles in an emission cycle are emitted. If greater than [code]0[/code], there will be a gap in emissions before the next cycle begins. Default value: [code]0[/code].
</member>
<member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps">
+ The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the particle system itself.
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta">
+ If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect. Default value: [code]true[/code]
</member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime">
Amount of time each particle will exist. Default value: [code]1[/code].
@@ -49,6 +53,7 @@
If [code]true[/code], particles use the parent node's coordinate space. If [code]false[/code], they use global coordinates. Default value: [code]true[/code].
</member>
<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
+ Normal map to be used for the [code]texture[/code] property.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="get_one_shot">
If [code]true[/code], only one emission cycle occurs. If set [code]true[/code] during a cycle, emission will stop at the cycle's end. Default value: [code]false[/code].
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index fb5a733ccd..4849d768f5 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -244,7 +244,7 @@
<argument index="0" name="world_position" type="Vector2">
</argument>
<description>
- Returns the tilemap (grid-based) coordinatescorresponding to the given global position.
+ Returns the tilemap (grid-based) coordinates corresponding to the given local position.
</description>
</method>
</methods>