Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
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@@ -26,10 +26,8 @@
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<method name="move_and_collide">
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<return type="KinematicCollision2D" />
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<argument index="0" name="rel_vec" type="Vector2" />
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<argument index="1" name="infinite_inertia" type="bool" default="true" />
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<argument index="2" name="exclude_raycast_shapes" type="bool" default="true" />
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<argument index="3" name="test_only" type="bool" default="false" />
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<argument index="4" name="safe_margin" type="float" default="0.08" />
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<argument index="1" name="test_only" type="bool" default="false" />
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<argument index="2" name="safe_margin" type="float" default="0.08" />
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<description>
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Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
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If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
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@@ -47,10 +45,8 @@
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<return type="bool" />
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<argument index="0" name="from" type="Transform2D" />
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<argument index="1" name="rel_vec" type="Vector2" />
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<argument index="2" name="infinite_inertia" type="bool" default="true" />
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<argument index="3" name="exclude_raycast_shapes" type="bool" default="true" />
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<argument index="4" name="collision" type="KinematicCollision2D" default="null" />
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<argument index="5" name="safe_margin" type="float" default="0.08" />
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<argument index="2" name="collision" type="KinematicCollision2D" default="null" />
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<argument index="3" name="safe_margin" type="float" default="0.08" />
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<description>
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Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur.
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[code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one).
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