Merge pull request #54153 from skyace65/AreaImprovements2

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Rémi Verschelde 2021-10-26 08:48:27 +02:00 committed by GitHub
commit f2cf52e032
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2 changed files with 8 additions and 4 deletions

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@ -16,13 +16,15 @@
<method name="get_overlapping_areas" qualifiers="const">
<return type="Area2D[]" />
<description>
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.
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.
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.
</description>
</method>
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Node2D[]" />
<description>
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.
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.
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.
</description>
</method>
<method name="overlaps_area" qualifiers="const">

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@ -14,13 +14,15 @@
<method name="get_overlapping_areas" qualifiers="const">
<return type="Area3D[]" />
<description>
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.
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.
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.
</description>
</method>
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Node3D[]" />
<description>
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.
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.
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.
</description>
</method>
<method name="overlaps_area" qualifiers="const">