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path: root/doc/classes/VehicleWheel.xml
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2020-01-26doc: Drop unused 'category' property from headerRémi Verschelde
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
2019-12-17Update VehicleWheel.xmlZacxalot
VehicleWheels roll influence values in the tool tip were the wron way round.
2019-07-18Update documentation for new VehicleWheel membersJon Ring
2019-06-30doc: Add default values to all propertiesRémi Verschelde
Thanks to @bojidar-bg's impressive work in #29380.
2019-06-27Proofread and improve the whole class referenceHugo Locurcio
- Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
2019-06-26doc: Proofread and complete various nodesRémi Verschelde
All 100% completed: MainLoop, Node, Object, Path, Performance, Reference, Resource, SceneState, SceneTree, UndoRedo. Also fixed some en_GB occurrences as the reference spelling is en_US.
2019-06-10Update VehicleWheel.xmltree786
It seems (please correct me if you understand it otherwise) that the description for the `get_skidinfo()` function is the inverse of what actually happens. I have run some simple tests, and it looks like setting low `Friction Slip` (e.g. try `1` or `2`) causes more skidding and returns smaller values for `get_skidinfo()`, while when the `Friction Slip` is increased, the car skids less and values printed to the console increase (get closer to `1.0`). So it seems that a value of `0.0` means skidding, while a value of `1.0` means no skidding (the description says the exact opposite to this, from what I understood).
2019-05-28doc: Sync classref with current sourceRémi Verschelde
2019-04-22Merge pull request #28125 from KoBeWi/code_true_codeRémi Verschelde
Consistently wrap booleans in [code]
2019-04-19doc: Drop unused <demos> tagRémi Verschelde
2019-04-17Consistently wrap booleans in [code]Tomasz Chabora
2019-04-01doc: Bump version to 3.2Rémi Verschelde
2018-03-29[Docs] fix typosPoommetee Ketson
2018-02-27doc: Remove status from hardcoded version stringRémi Verschelde
It has no practical use case and just generates noise for each alpha, beta, etc.
2018-02-25[DOCS] Sync classref with current sourcePoommetee Ketson
2018-02-22Added documentation for VehicleBodyBastiaanOlij
2018-02-19doc: Update version string in headerRémi Verschelde
2018-01-25doc: Sync with current sourceRémi Verschelde
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
2018-01-13doc: Update version string in XMLRémi Verschelde
2017-11-24doc: Remove setters and getters now exposed via properties/membersRémi Verschelde
2017-11-24doc: Update header version for 3.0-betaRémi Verschelde
2017-11-15doc: Remove revision.module_config from version stringRémi Verschelde
It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}", limits unnecessary diffs.
2017-10-11doc: Sync classref with current sourceRémi Verschelde
Ensure that s/fixed_process/physics_process/ is handled properly. [ci skip]
2017-09-13doc: Sync classref with current sourceRémi Verschelde
[ci skip]
2017-09-12Changed the doc class generation to individual files per class. It is also ↵Juan Linietsky
possible to save module files in module directories and the build system will recognize them.