doc: Mark PhysicsBody bounce/friction as deprecated
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<member name="absorbent" type="bool" setter="set_absorbent" getter="is_absorbent" default="false">
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</member>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0">
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The body's bounciness.
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
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The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
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Lock the body's movement in the Z axis.
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</member>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
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RigidBody's bounciness.
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
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</member>
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<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
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If [code]true[/code], the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction">
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The body's friction, from 0 (frictionless) to 1 (max friction).
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Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
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</member>
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<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
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This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
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The body's total applied torque.
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</member>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
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The body's bounciness.
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
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</member>
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<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
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If [code]true[/code], the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force].
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction">
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The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
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Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
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</member>
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<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
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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.
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</methods>
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<members>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
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The body's bounciness.
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
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</member>
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<member name="constant_angular_velocity" type="Vector3" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="Vector3( 0, 0, 0 )">
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The body's constant angular velocity. This does not rotate the body, but affects other bodies that touch it, as if it was in a state of rotation.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction">
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The body's friction, from 0 (frictionless) to 1 (full friction).
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Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
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</member>
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<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override" default="null">
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</member>
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<members>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
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</member>
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<member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="0.0">
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The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction">
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The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction).
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Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
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</member>
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<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override" default="null">
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</member>
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