From c73c327babce096faa083ade0e308a35bd0a6759 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Mon, 3 Aug 2020 13:58:51 +0200 Subject: Reference the online documentation in collision layer/mask properties See https://github.com/godotengine/godot-docs/pull/3863. --- doc/classes/Area2D.xml | 4 ++-- doc/classes/Area3D.xml | 4 ++-- doc/classes/ClippedCamera3D.xml | 2 +- doc/classes/PhysicsBody2D.xml | 4 ++-- doc/classes/PhysicsBody3D.xml | 4 ++-- doc/classes/PhysicsShapeQueryParameters2D.xml | 2 +- doc/classes/PhysicsShapeQueryParameters3D.xml | 2 +- doc/classes/RayCast2D.xml | 2 +- doc/classes/RayCast3D.xml | 2 +- doc/classes/SoftBody3D.xml | 4 ++-- doc/classes/SpringArm3D.xml | 2 +- doc/classes/TileMap.xml | 4 ++-- modules/csg/doc_classes/CSGShape3D.xml | 4 ++-- modules/gridmap/doc_classes/GridMap.xml | 2 +- 14 files changed, 21 insertions(+), 21 deletions(-) diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 4190cbe6b9..8363a9d490 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. - 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. - 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. 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. - 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. - 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. 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. - 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. 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 6afbd1ee8e..05a68928d4 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -80,10 +80,10 @@ 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. - 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. diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 2301a07a5c..283cbbb49a 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -80,10 +80,10 @@ 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. - 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. 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. - 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. 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. - 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. 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 6a11630c0e..3576720ffc 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. - 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. If [code]true[/code], collisions will be reported. diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index e7ee1d284f..e3ecfa51ae 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. - 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. If [code]true[/code], collisions will be reported. diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml index 24d6609900..3c44727dde 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -82,10 +82,10 @@ 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. - 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. 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 @@ - 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. 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 9df2b656f4..1e008c56a1 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]). - 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. - 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. If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body. diff --git a/modules/csg/doc_classes/CSGShape3D.xml b/modules/csg/doc_classes/CSGShape3D.xml index 43ce988c30..dac556c7f1 100644 --- a/modules/csg/doc_classes/CSGShape3D.xml +++ b/modules/csg/doc_classes/CSGShape3D.xml @@ -71,10 +71,10 @@ 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 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. - The physics layers this CSG shape scans for collisions. + The physics layers this CSG shape 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. The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent. diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml index 79220da7c2..be2ec4a6eb 100644 --- a/modules/gridmap/doc_classes/GridMap.xml +++ b/modules/gridmap/doc_classes/GridMap.xml @@ -205,7 +205,7 @@ GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them. - The physics layers this GridMap detects collisions in. + The physics layers this GridMap detects collisions in. 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. The assigned [MeshLibrary]. -- cgit v1.2.3