diff --git a/doc/classes/Physics2DServer.xml b/doc/classes/Physics2DServer.xml index fe1465260f6e..341457a2b3b6 100644 --- a/doc/classes/Physics2DServer.xml +++ b/doc/classes/Physics2DServer.xml @@ -1112,6 +1112,8 @@ Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision. + + This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks. diff --git a/doc/classes/PhysicsServer.xml b/doc/classes/PhysicsServer.xml index e3ed43e7bc99..b797e6ecf79d 100644 --- a/doc/classes/PhysicsServer.xml +++ b/doc/classes/PhysicsServer.xml @@ -1595,6 +1595,8 @@ Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision. + + diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 712b9ca2a5a9..d40b8a2fc7f9 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -30,6 +30,12 @@ + + + + + + diff --git a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml index 4976a909459d..c9a7d96ae73d 100644 --- a/modules/enet/doc_classes/NetworkedMultiplayerENet.xml +++ b/modules/enet/doc_classes/NetworkedMultiplayerENet.xml @@ -36,7 +36,7 @@ - Create client that connects to a server at [code]address[/code] using specified [code]port[/code]. The given address needs to be either a fully qualified domain nome (e.g. [code]www.example.com[/code]) or an IP address in IPv4 or IPv6 format (e.g. [code]192.168.1.1[/code]). The [code]port[/code] is the port the server is listening on. The [code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns [code]OK[/code] if a client was created, [code]ERR_ALREADY_IN_USE[/code] if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call [method close_connection] first) or [code]ERR_CANT_CREATE[/code] if the client could not be created. If [code]client_port[/code] is specified, the client will also listen to the given port, this is useful in some NAT traversal technique. + Create client that connects to a server at [code]address[/code] using specified [code]port[/code]. The given address needs to be either a fully qualified domain name (e.g. [code]www.example.com[/code]) or an IP address in IPv4 or IPv6 format (e.g. [code]192.168.1.1[/code]). The [code]port[/code] is the port the server is listening on. The [code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns [code]OK[/code] if a client was created, [code]ERR_ALREADY_IN_USE[/code] if this NetworkedMultiplayerEnet instance already has an open connection (in which case you need to call [method close_connection] first) or [code]ERR_CANT_CREATE[/code] if the client could not be created. If [code]client_port[/code] is specified, the client will also listen to the given port, this is useful in some NAT traversal technique.