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authorAndrea Catania2018-02-21 08:42:36 +0100
committerGitHub2018-02-21 08:42:36 +0100
commit39fb83630dff7b6f6c3544dcc9ed70ed459aaf43 (patch)
treec8e9575eaae71bc869e07af670d78ac2d4c946b0 /scene/2d/physics_body_2d.cpp
parente3be5bb61d7f8850c1d7a43dbc18f37107c2e317 (diff)
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Added forgotten infinite_inertia to bindings
Related to this comment: https://github.com/godotengine/godot/pull/16757#discussion_r169470394
Diffstat (limited to '')
-rw-r--r--scene/2d/physics_body_2d.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index e5d1b99a1..feb11089d 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -887,7 +887,7 @@ void RigidBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
- ClassDB::bind_method(D_METHOD("test_motion", "motion", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(0.08), DEFVAL(Variant()));
+ ClassDB::bind_method(D_METHOD("test_motion", "motion", "infinite_inertia", "margin", "result"), &RigidBody2D::_test_motion, DEFVAL(true), DEFVAL(0.08), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("_direct_state_changed"), &RigidBody2D::_direct_state_changed);
ClassDB::bind_method(D_METHOD("_body_enter_tree"), &RigidBody2D::_body_enter_tree);