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Improved description of apply_impulse to clarify the "position" vector #1018
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@@ -202,7 +202,7 @@ Called during physics processing, allowing you to read and safely modify the sim | |||
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- void **apply_impulse** **(** :ref:`Vector3<class_vector3>` position, :ref:`Vector3<class_vector3>` impulse **)** | |||
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Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the offset from the body origin are in global coordinates. | |||
Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the objects origin. |
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object's
Changes to the class reference should be made on the source XML in https://github.com/godotengine/godot/tree/master/doc/classes |
Can you make this same change to RigidBody2D? |
Also enhance RigidBody docs as per godotengine/godot-docs#1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
I've merged it in the proper repo as part of d516aab. For RigidBody2D this is not needed as is, as the parameter is named "offset" already so the docs make sense. (But then RigidBody2D and RigidBody re slightly inconsistent with each other). |
Also enhance RigidBody docs as per godotengine/godot-docs#1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
Also enhance RigidBody docs as per godotengine/godot-docs#1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
Minor change to the documentation for apply_impulse, as to me the note on offset being relative was "hidden."