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Tweak Joint2D and Joint3D documentation for consistency #87446
Tweak Joint2D and Joint3D documentation for consistency #87446
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K-kindly removed the request from the documentation team. I LITERALLY AM THE DOCUMENTATION TEAM |
Well you'll have a hard time getting reviews without asking for reviews. The documentation team has more members than one ;) |
doc/classes/Joint2D.xml
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</member> | ||
<member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")"> | ||
The first body attached to the joint. Must derive from [PhysicsBody2D]. | ||
Path to the first body (A) attached to the joint. The node must inherit [PhysicsBody2D]. | ||
If left empty and [member node_b] is set, the body hangs as if attached to an invisible [StaticBody2D]. |
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This is currently only true for PinJoint2D
. See the GodotPhysicsServer2D::joint_make_*
methods (in contrast to the 3D equivalents). I think we should make the implementation consistent with 3D (so this documentation description becomes true), if it makes sense.
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Definitely. For now I can strip this detail from Joint2D but it should be the case...
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Updated the PR to address the above issues, you may look again. |
Thanks! |
Small tweaks to both Joint2D and Joint3D to make the wording consistent between the two. Also makes the description of
node_a
andnode_b
less misleading.