diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/PhysicsDirectBodyState2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsDirectBodyState3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 3 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/RigidBody3D.xml | 2 |
5 files changed, 11 insertions, 0 deletions
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 80afe3b784..e8062f3e94 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -76,6 +76,7 @@ <param index="0" name="torque" type="float" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -84,6 +85,7 @@ <description> Applies a rotational impulse to the body without affecting the position. 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). + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="get_constant_force" qualifiers="const"> diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 3266c02a1e..4c6d51c85a 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -76,6 +76,7 @@ <param index="0" name="torque" type="Vector3" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -84,6 +85,7 @@ <description> Applies a rotational impulse to the body without affecting the position. 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). + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="get_constant_force" qualifiers="const"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index fae88a401b..4699131c41 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -341,6 +341,9 @@ <member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="" default="27"> Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing. </member> + <member name="debug/disable_touch" type="bool" setter="" getter="" default="false"> + Disable touch input. Only has effect on iOS. + </member> <member name="debug/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false"> If [code]true[/code], logs all output to files. </member> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 9eedc3a24c..6e3535f14a 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -87,6 +87,7 @@ <param index="0" name="torque" type="float" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -95,6 +96,7 @@ <description> Applies a rotational impulse to the body without affecting the position. 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). + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="get_colliding_bodies" qualifiers="const"> diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 3ee3f25df1..8380d56de3 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -87,6 +87,7 @@ <param index="0" name="torque" type="Vector3" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -95,6 +96,7 @@ <description> Applies a rotational impulse to the body without affecting the position. 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). + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="get_colliding_bodies" qualifiers="const"> |