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Improve area method descriptions
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@@ -16,13 +16,15 @@
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<method name="get_overlapping_areas" qualifiers="const">
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<return type="Area2D[]" />
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<description>
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Returns a list of intersecting [Area2D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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Returns a list of intersecting [Area2D]s. The overlapping area's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
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For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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</description>
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</method>
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<method name="get_overlapping_bodies" qualifiers="const">
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<return type="Node2D[]" />
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<description>
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Returns a list of intersecting [PhysicsBody2D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's [member CollisionObject2D.collision_layer] must be part of this area's [member CollisionObject2D.collision_mask] in order to be detected.
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For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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</description>
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</method>
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<method name="overlaps_area" qualifiers="const">
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@@ -14,13 +14,15 @@
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<method name="get_overlapping_areas" qualifiers="const">
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<return type="Area3D[]" />
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<description>
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Returns a list of intersecting [Area3D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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Returns a list of intersecting [Area3D]s. The overlapping area's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
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For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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</description>
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</method>
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<method name="get_overlapping_bodies" qualifiers="const">
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<return type="Node3D[]" />
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<description>
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Returns a list of intersecting [PhysicsBody3D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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Returns a list of intersecting [PhysicsBody3D]s. The overlapping body's [member CollisionObject3D.collision_layer] must be part of this area's [member CollisionObject3D.collision_mask] in order to be detected.
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For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
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</description>
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</method>
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<method name="overlaps_area" qualifiers="const">
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