diff --git a/doc/classes/PhysicsMaterial.xml b/doc/classes/PhysicsMaterial.xml index 1582fcc89a9..73f14161725 100644 --- a/doc/classes/PhysicsMaterial.xml +++ b/doc/classes/PhysicsMaterial.xml @@ -14,7 +14,7 @@ - The body's bounciness. + The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index dd9bcecfb33..a7057894139 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -126,7 +126,8 @@ Lock the body's movement in the Z axis. - RigidBody's bounciness. + The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). + Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. 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. @@ -146,6 +147,7 @@ The body's friction, from 0 (frictionless) to 1 (max friction). + Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. 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. diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 43fc5704aa0..907a82d51d8 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -127,7 +127,8 @@ The body's total applied torque. - The body's bounciness. + The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). + Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. 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]. @@ -147,6 +148,7 @@ The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). + Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. 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. diff --git a/doc/classes/StaticBody.xml b/doc/classes/StaticBody.xml index b3243a4fca7..878d76a2e37 100644 --- a/doc/classes/StaticBody.xml +++ b/doc/classes/StaticBody.xml @@ -14,7 +14,8 @@ - The body's bounciness. + The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). + Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. 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. @@ -24,6 +25,7 @@ The body's friction, from 0 (frictionless) to 1 (full friction). + Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml index c039b7888c2..4522a50557d 100644 --- a/doc/classes/StaticBody2D.xml +++ b/doc/classes/StaticBody2D.xml @@ -14,6 +14,7 @@ The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). + Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating. @@ -23,6 +24,7 @@ The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction). + Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].