From 39fb83630dff7b6f6c3544dcc9ed70ed459aaf43 Mon Sep 17 00:00:00 2001 From: Andrea Catania Date: Wed, 21 Feb 2018 08:42:36 +0100 Subject: [PATCH] Added forgotten infinite_inertia to bindings Related to this comment: https://github.com/godotengine/godot/pull/16757#discussion_r169470394 --- scene/2d/physics_body_2d.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index e5d1b99a187..feb11089d0a 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -887,7 +887,7 @@ void RigidBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep); ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep); - ClassDB::bind_method(D_METHOD("test_motion", "motion", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(0.08), DEFVAL(Variant())); + ClassDB::bind_method(D_METHOD("test_motion", "motion", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant())); ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody2D::_direct_state_changed); ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody2D::_body_enter_tree);