From eae0ef9a80c8798c8b65b00a84f0ded302153ab4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 20 May 2019 12:12:08 +0200 Subject: [PATCH] doc: Document default value for PhysicsBody collision layers Supersedes #28971. Co-authored-by: Mitch Curtis (cherry picked from commit f3b8fe47b08820620a5b6f1ade3d8cbc6b2260df) --- doc/classes/PhysicsBody.xml | 12 +++++++----- doc/classes/PhysicsBody2D.xml | 12 +++++++----- 2 files changed, 14 insertions(+), 10 deletions(-) diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml index 6ecc09a8994..ff4bebd6e29 100644 --- a/doc/classes/PhysicsBody.xml +++ b/doc/classes/PhysicsBody.xml @@ -32,7 +32,7 @@ - Returns an individual bit on the collision mask. + Returns an individual bit on the [member collision_layer]. @@ -41,7 +41,7 @@ - Returns an individual bit on the collision mask. + Returns an individual bit on the [member collision_mask]. @@ -61,7 +61,7 @@ - Sets individual bits on the layer mask. Use this if you only need to change one layer's value. + Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value. @@ -72,18 +72,20 @@ - Sets individual bits on the collision mask. Use this if you only need to change one layer's value. + Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value. The physics layers this area is in. - 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. + 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. 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. + Default value: 1 (the first layer/bit is enabled). The physics layers this area scans for collisions. + Default value: 1 (the first layer/bit is enabled). diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 2d16ac22ecb..279d4c84178 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -32,7 +32,7 @@ - Returns an individual bit on the collision mask. + Returns an individual bit on the [member collision_layer]. @@ -41,7 +41,7 @@ - Returns an individual bit on the collision mask. + Returns an individual bit on the [member collision_mask]. @@ -61,7 +61,7 @@ - Sets individual bits on the layer mask. Use this if you only need to change one layer's value. + Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value. @@ -72,18 +72,20 @@ - Sets individual bits on the collision mask. Use this if you only need to change one layer's value. + Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value. The physics layers this area is in. - 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. + 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. 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. + Default value: 1 (the first layer/bit is enabled). The physics layers this area scans for collisions. + Default value: 1 (the first layer/bit is enabled). Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.