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-rw-r--r--doc/classes/CharacterBody2D.xml3
-rw-r--r--doc/classes/CollisionObject2D.xml18
-rw-r--r--doc/classes/StaticBody2D.xml3
-rw-r--r--doc/classes/StaticBody3D.xml3
4 files changed, 22 insertions, 5 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index b2d8aba174..e184e7dc82 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -110,9 +110,6 @@
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="4">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
</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 PhysicsBody2D.move_and_collide] functions.
- </member>
<member name="snap" type="Vector2" setter="set_snap" getter="get_snap" default="Vector2(0, 0)">
When set to a value different from [code]Vector2(0, 0)[/code], the body is kept attached to slopes when calling [method move_and_slide].
As long as the [code]snap[/code] vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting [code]snap[/code] to [code]Vector2(0, 0)[/code].
diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml
index e96124c9eb..b0afbb201c 100644
--- a/doc/classes/CollisionObject2D.xml
+++ b/doc/classes/CollisionObject2D.xml
@@ -287,12 +287,26 @@
</signal>
<signal name="mouse_entered">
<description>
- Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set.
+ Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted.
</description>
</signal>
<signal name="mouse_exited">
<description>
- Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set.
+ Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted.
+ </description>
+ </signal>
+ <signal name="mouse_shape_entered">
+ <argument index="0" name="shape_idx" type="int">
+ </argument>
+ <description>
+ Emitted when the mouse pointer enters any of this object's shapes or moves from one shape to another. [code]shape_idx[/code] is the child index of the newly entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
+ </description>
+ </signal>
+ <signal name="mouse_shape_exited">
+ <argument index="0" name="shape_idx" type="int">
+ </argument>
+ <description>
+ Emitted when the mouse pointer exits any of this object's shapes. [code]shape_idx[/code] is the child index of the exited [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
</description>
</signal>
</signals>
diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml
index 85915a53fe..326bf58e22 100644
--- a/doc/classes/StaticBody2D.xml
+++ b/doc/classes/StaticBody2D.xml
@@ -29,6 +29,9 @@
The physics material override for the body.
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
</member>
+ <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
+ If [code]true[/code] and [member kinematic_motion] is enabled, 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 PhysicsBody2D.move_and_collide].
+ </member>
</members>
<constants>
</constants>
diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml
index f83d440f10..69c123002f 100644
--- a/doc/classes/StaticBody3D.xml
+++ b/doc/classes/StaticBody3D.xml
@@ -32,6 +32,9 @@
The physics material override for the body.
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
</member>
+ <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false">
+ If [code]true[/code] and [member kinematic_motion] is enabled, 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 PhysicsBody3D.move_and_collide].
+ </member>
</members>
<constants>
</constants>