Reverse Camera2D.rotating to ignore_rotation
`rotating` is misleading, as Camera2D is affected by `rotation` and `global_rotation` like any other Node2D Updates description in the docs, as well.
This commit is contained in:
@@ -124,6 +124,9 @@
|
||||
<member name="editor_draw_screen" type="bool" setter="set_screen_drawing_enabled" getter="is_screen_drawing_enabled" default="true">
|
||||
If [code]true[/code], draws the camera's screen rectangle in the editor.
|
||||
</member>
|
||||
<member name="ignore_rotation" type="bool" setter="set_ignore_rotation" getter="is_ignoring_rotation" default="true">
|
||||
If [code]true[/code], the camera's rendered view is not affected by its [member Node2D.rotation] and [member Node2D.global_rotation].
|
||||
</member>
|
||||
<member name="limit_bottom" type="int" setter="set_limit" getter="get_limit" default="10000000">
|
||||
Bottom scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit.
|
||||
</member>
|
||||
@@ -147,9 +150,6 @@
|
||||
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="Camera2D.Camera2DProcessCallback" default="1">
|
||||
The camera's process callback. See [enum Camera2DProcessCallback].
|
||||
</member>
|
||||
<member name="rotating" type="bool" setter="set_rotating" getter="is_rotating" default="false">
|
||||
If [code]true[/code], the camera view rotates with the target.
|
||||
</member>
|
||||
<member name="smoothing_enabled" type="bool" setter="set_enable_follow_smoothing" getter="is_follow_smoothing_enabled" default="false">
|
||||
If [code]true[/code], the camera smoothly moves towards the target at [member smoothing_speed].
|
||||
</member>
|
||||
|
||||
Reference in New Issue
Block a user