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Better documentation for some move_and_slide parameters

(cherry picked from commit 0e93714ff72250bed40fc9892551da30a50b5cfd)
Tomasz Chabora há 6 anos atrás
pai
commit
e9796044ed
2 ficheiros alterados com 5 adições e 3 exclusões
  1. 3 2
      doc/classes/KinematicBody.xml
  2. 2 1
      doc/classes/KinematicBody2D.xml

+ 3 - 2
doc/classes/KinematicBody.xml

@@ -93,10 +93,11 @@
 				Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody[/code] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
 				[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
 				[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
-				If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
+				If [code]stop_on_slope[/code] is true, body will not slide on slopes if you include gravity in [code]linear_velocity[/code].
 				If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
 				[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
-				Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision].
+				If [code]infinite_inertia[/code] is true, body will be able to push [RigidBody] nodes, but it won't also detect any collisions with them. When false, it will interact with [RigidBody] nodes like with [StaticBody].
+				Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision].
 			</description>
 		</method>
 		<method name="move_and_slide_with_snap">

+ 2 - 1
doc/classes/KinematicBody2D.xml

@@ -97,9 +97,10 @@
 				Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [code]KinematicBody2D[/code] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
 				[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
 				[code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
-				If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes.
+				If [code]stop_on_slope[/code] is true, body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
 				If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
 				[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
+				If [code]infinite_inertia[/code] is true, body will be able to push [RigidBody2D] nodes, but it won't also detect any collisions with them. When false, it will interact with [RigidBody2D] nodes like with [StaticBody2D].
 				Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision].
 			</description>
 		</method>