diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Area2D.xml | 4 | ||||
-rw-r--r-- | doc/classes/Area3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/ClippedCamera3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 4 | ||||
-rw-r--r-- | doc/classes/PhysicsBody3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/PhysicsShapeQueryParameters2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsShapeQueryParameters3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/RayCast2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/RayCast3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/SoftBody3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/SpringArm3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/TileMap.xml | 4 |
12 files changed, 18 insertions, 18 deletions
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 8b251a184f..e98c0af0d9 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -97,10 +97,10 @@ If [code]true[/code], the area's audio bus overrides the default audio bus. </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. + The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans to determine collision detection. + The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0"> The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index a94cecd879..ad9eff3a64 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -96,10 +96,10 @@ If [code]true[/code], the area's audio bus overrides the default audio bus. </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. + The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans to determine collision detection. + The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8"> The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction. diff --git a/doc/classes/ClippedCamera3D.xml b/doc/classes/ClippedCamera3D.xml index 58ecec828d..de90247536 100644 --- a/doc/classes/ClippedCamera3D.xml +++ b/doc/classes/ClippedCamera3D.xml @@ -90,7 +90,7 @@ If [code]true[/code], the camera stops on contact with [PhysicsBody3D]s. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. + The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The camera's collision margin. The camera can't get closer than this distance to a colliding object. diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 4c84f9c040..ca42f5801a 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -80,10 +80,10 @@ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this area 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 [member collision_mask] property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans for collisions. + The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" /> <member name="layers" type="int" setter="_set_layers" getter="_get_layers"> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 7dd2e5826a..7de65603f9 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -80,10 +80,10 @@ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this area 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 [member collision_mask] property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this area scans for collisions. + The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> </members> <constants> diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml index 63e13954ab..93ca684b95 100644 --- a/doc/classes/PhysicsShapeQueryParameters2D.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -18,7 +18,7 @@ If [code]true[/code], the query will take [PhysicsBody2D]s into account. </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="2147483647"> - The physics layer(s) the query will take into account (as a bitmask). + The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]"> The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml index f4191d4862..167fb31bb3 100644 --- a/doc/classes/PhysicsShapeQueryParameters3D.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -18,7 +18,7 @@ If [code]true[/code], the query will take [PhysicsBody3D]s into account. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647"> - The physics layer(s) the query will take into account (as a bitmask). + The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]"> The list of objects or object [RID]s that will be excluded from collisions. diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index 44c427831f..db4b9a0383 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -133,7 +133,7 @@ If [code]true[/code], collision with [PhysicsBody2D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index 7dadd58006..1e61664a7d 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -136,7 +136,7 @@ If [code]true[/code], collision with [PhysicsBody3D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. + The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml index 149f597c4c..d3ab955570 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -82,10 +82,10 @@ <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. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this SoftBody3D scans for collisions. + The physics layers this SoftBody3D scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01"> </member> diff --git a/doc/classes/SpringArm3D.xml b/doc/classes/SpringArm3D.xml index 15caff9eeb..3ffdbebae8 100644 --- a/doc/classes/SpringArm3D.xml +++ b/doc/classes/SpringArm3D.xml @@ -47,7 +47,7 @@ </methods> <members> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The layers against which the collision check shall be done. + The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.01"> When the collision check is made, a candidate length for the SpringArm3D is given. diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml index 82eb305203..2780545f55 100644 --- a/doc/classes/TileMap.xml +++ b/doc/classes/TileMap.xml @@ -287,10 +287,10 @@ Friction value for static body collisions (see [code]collision_use_kinematic[/code]). </member> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The collision layer(s) for all colliders in the TileMap. + The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The collision mask(s) for all colliders in the TileMap. + The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false"> If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body. |