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path: root/doc/classes/CollisionObject3D.xml
AgeCommit message (Collapse)Author
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
2022-04-29Improve CollisionObject2D and CollisionObject3D pickable documentationHugo Locurcio
2022-02-15Add an XML schema for documentationHugo Locurcio
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
2022-01-18Fix `input_ray_pickable` documentation for `CollisionObject3D`rafallus
2021-11-15Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-12Uniformize layer names, script methods and documentationPouleyKetchoupp
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
2021-07-31Merge pull request #50625 from nekomatata/body-one-direction-layersRémi Verschelde
One-directional collision layer check for rigid bodies and soft bodies
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-07-24Fix typo in CollisionObject documentationRaul Santos
2021-07-19One-directional collision layer check for rigid bodies and soft bodiesPouleyKetchoupp
Check for each body individually if it collides with the other one or ignores it. When a body is being ignored, the other body's mass is considered infinite when applying impulses to avoid extra overlapping.
2021-06-30Add support for controlling physics nodes' behavior when disabledPouleyKetchoupp
New property disable_mode to set different behaviors: Remove: remove from physics simulation MakeStatic: change body mode to static (doesn't affect area and soft body) KeepActive: do nothing Extra change: Handle disable/enable node state with specific notifications, in order to differentiate global pause from disabled nodes.
2021-06-07Rename CollisionObject3D input_event signal position and normal parametersMarcel Admiraal
2021-06-03Update documentation for Transform3DAaron Franke
2021-04-29doc: Sync classref with current sourceRémi Verschelde
And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
2021-04-20Move collision layer and mask into CollisionObject.Marcel Admiraal
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.