Fix CollisionShape{2D,3D}.debug_color inconsistencies

This commit is contained in:
Danil Alexeev
2024-12-06 12:36:37 +03:00
parent eb5103093c
commit 8bf2afd341
8 changed files with 93 additions and 45 deletions

View File

@@ -13,9 +13,9 @@
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/2719</link>
</tutorials>
<members>
<member name="debug_color" type="Color" setter="set_debug_color" getter="get_debug_color" default="Color(0, 0, 0, 1)">
The collision shape debug color.
[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/collision/shape_color]. The [code]Color(0, 0, 0, 1)[/code] value documented here is a placeholder, and not the actual default debug color.
<member name="debug_color" type="Color" setter="set_debug_color" getter="get_debug_color" default="Color(0, 0, 0, 0)">
The collision shape color that is displayed in the editor, or in the running project if [b]Debug &gt; Visible Collision Shapes[/b] is checked at the top of the editor.
[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/collision/shape_color]. The [code]Color(0, 0, 0, 0)[/code] value documented here is a placeholder, and not the actual default debug color.
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false" keywords="enabled">
A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred].