From 74713fe970716818b643f7043b655129943624f3 Mon Sep 17 00:00:00 2001 From: RaphaelHunter Date: Thu, 15 Aug 2019 19:34:47 +0800 Subject: Fix custom inertia in physics2d, closes#30838 --- doc/classes/RigidBody2D.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'doc/classes') diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index f280dc81c2..32a1634f77 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -154,7 +154,7 @@ Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s. - The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 (or negative) inertia to return to automatically computing it. + The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 inertia to return to automatically computing it. Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b]. -- cgit v1.2.3