diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index 734c94c8c57..d5ba9a0f373 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -29861,13 +29861,14 @@ This method controls whether the position between two cached points is interpola
- Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else.
+ Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else. Fails if another [Resource] already has path "path".
+ Set the path of the resource. Differs from set_path(), if another [Resource] exists with "path" it over-takes it, instead of failing.
@@ -30535,188 +30536,221 @@ This method controls whether the position between two cached points is interpola
+ Rigid body node.
+ Rigid body node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift mode between regular Rigid body, Kinematic, Character or Static.
+ Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default it works in addition to the usual physics behavior, but [method set_use_custom_integrator] allows you to disable the default behavior and do fully custom force integration for a body.
+ Set the body mode, from the MODE_* enum. This allows to change to a static body or a character body.
+ Return the current body mode, see [method set_mode].
+ Set the body mass.
+ Return the current body mass.
+ Set the body weight given standard earth-weight (gravity 9.8).
+ Return the current body weight, given standard earth-weight (gravity 9.8).
+ Set the body friction, from 0 (frictionless) to 1 (max friction).
+ Return the current body friction, from 0 (frictionless) to 1 (max friction).
+ Set the body bounciness, from 0 (no bounciness) to 1 (max bounciness).
+ Return the current body bounciness.
+ Set the body linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state.
+ Return the current body linear velocity.
+ Set the body angular velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state.
+ Return the current body angular velocity.
+ Set the gravity factor. This factor multiplies gravity intensity just for this body.
+ Return the current body gravity scale.
+ Set the linear damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
+ Return the current body linear damp. Default is -1.
+ Set the angular damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any angular damp derived from the world or areas will be overridden.
+ Return the current body angular damp. Default is -1.
+ Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
+ Return the maximum contacts that can be reported. See [method set_max_contacts_reported].
+ Pass true to disable the internal force integration (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
+ Return whether the body is using a custom integrator.
+ Enable contact monitoring. This allows the body to emit signals when it collides with another.
+ Return whether contact monitoring is enabled.
+ Set the continuous collision detection mode from the enum CCD_MODE_*.
+ Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects.
+ Return whether this body is using continuous collision detection.
+ Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
@@ -30725,48 +30759,57 @@ This method controls whether the position between two cached points is interpola
+ Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the offset from the body origin are in global coordinates.
+ Set whether a body is sleeping or not. Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] wakes them up. Until then, they behave like a static body.
+ Return whether the body is sleeping.
+ Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene.
+ Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] / [method set_applied_force] wakes them up. Until then, they behave like a static body.
+ Return whether the body has the ability to fall asleep when not moving. See [method set_can_sleep].
+ Set the axis lock of the body, from the AXIS_LOCK_* enum. Axis lock stops the body from moving along the specified axis(X/Y/Z) and rotating along the other two axes.
+ Return the current axis lock of the body. One of AXIS_LOCK_* enum.
+ Return a list of the bodies colliding with this one.
@@ -30775,6 +30818,7 @@ This method controls whether the position between two cached points is interpola
+ Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work.
@@ -30787,12 +30831,15 @@ This method controls whether the position between two cached points is interpola
+ Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work.
+ This signal not only receives the body that collided with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body collided with.
+ Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work.
@@ -30805,19 +30852,25 @@ This method controls whether the position between two cached points is interpola
+ Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work.
+ This signal not only receives the body that stopped colliding with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body stopped colliding with.
+ Emitted when the body changes it's sleeping state. Either by sleeping or waking up.
+ Static mode. The body behaves like a [StaticBody], and can only move by user code.
+ Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
+ Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
@@ -30928,7 +30981,7 @@ This method controls whether the position between two cached points is interpola
- Set The gravity factor. This factor multiplies gravity intensity just for this body.
+ Set the gravity factor. This factor multiplies gravity intensity just for this body.
@@ -31041,7 +31094,7 @@ This method controls whether the position between two cached points is interpola
Set the continuous collision detection mode from the enum CCD_MODE_*.
- Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fat-moving objects.
+ Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects.
@@ -31199,6 +31252,7 @@ This method controls whether the position between two cached points is interpola
+ Emitted when the body changes it's sleeping state. Either by sleeping or waking up.