Reference the online documentation in collision layer/mask properties
See https://github.com/godotengine/godot-docs/pull/3863.
(cherry picked from commit c73c327bab
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If [code]true[/code], the area's audio bus overrides the default audio bus.
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</member>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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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].
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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.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this area scans to determine collision detection.
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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.
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</member>
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<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8">
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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.
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If [code]true[/code], the area's audio bus overrides the default audio bus.
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</member>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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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].
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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.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this area scans to determine collision detection.
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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.
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</member>
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<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0">
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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.
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If [code]true[/code], the camera stops on contact with [PhysicsBody]s.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected.
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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.
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</member>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
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The camera's collision margin. The camera can't get closer than this distance to a colliding object.
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If [code]true[/code], the query will take [PhysicsBody2D]s into account.
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</member>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="2147483647">
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The physics layer(s) the query will take into account (as a bitmask).
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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.
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</member>
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<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]">
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The list of objects or object [RID]s that will be excluded from collisions.
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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The physics layers this area is in.
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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.
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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.
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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.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this area scans for collisions.
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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.
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</member>
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</members>
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<constants>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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The physics layers this area is in.
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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.
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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.
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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.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this area scans for collisions.
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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.
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</member>
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<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" />
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<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
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If [code]true[/code], the query will take [PhysicsBody]s into account.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647">
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The physics layer(s) the query will take into account (as a bitmask).
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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.
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</member>
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<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]">
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The list of objects or object [RID]s that will be excluded from collisions.
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If [code]true[/code], collision with [PhysicsBody]s will be reported.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
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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.
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</member>
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<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="false">
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If [code]true[/code], collisions will be reported.
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If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
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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.
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</member>
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<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="false">
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If [code]true[/code], collisions will be reported.
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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The physics layers this SoftBody is in.
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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.
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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.
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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.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this SoftBody scans for collisions.
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The physics layers this SoftBody 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.
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</member>
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<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
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</member>
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</methods>
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<members>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The layers against which the collision check shall be done.
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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.
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</member>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.01">
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When the collision check is made, a candidate length for the SpringArm is given.
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Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
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</member>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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The collision layer(s) for all colliders in the TileMap.
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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.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The collision mask(s) for all colliders in the TileMap.
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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.
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</member>
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<member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false">
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If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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The physics layers this area is in.
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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.
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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.
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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.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this CSG shape scans for collisions.
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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.
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</member>
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<member name="operation" type="int" setter="set_operation" getter="get_operation" enum="CSGShape.Operation" default="0">
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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.
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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.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this GridMap detects collisions in.
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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.
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</member>
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<member name="mesh_library" type="MeshLibrary" setter="set_mesh_library" getter="get_mesh_library">
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The assigned [MeshLibrary].
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