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Clarify behavior of RayCast when get_collision_point()
is used inside a collision shape
#84085
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Here it should maybe just say "See also [member hit_from_inside]" as it explains the same thing verbatim, and also it explains the limitation with concave shapes. |
The issue with this is that the returned value is not Vector2(0, 0), but instead it's the global position of the ray, so the behavior is slightly different. |
Oops! Going to rebase this in a little bit. |
Changes have been rebased into one commit. 👍 |
Someone knowledgeable on the area will come and review this, was just fixing errors in the docs that caused issues |
No worries, thanks for checking in! |
get_collision_point()
is used inside a collision shape
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Very simple but nice addition. Should probably be cherrypicked for 4.2, too.
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Language looks good. I'm assuming the doc change is actually correct, didn't double check :)
Could you please squash your commits into one? Make sure that the final commit has a short but descriptive message (the title of this PR is a good option). See this documentation, if you need help with squashing. |
@YuriSizov very sorry about that, I could have sworn I did earlier! Working on it. |
…sed inside a collision shape
Had to reorganize a little bit. @YuriSizov commits have been squashed! |
Thanks! And congrats on your first merged Godot contribution! |
get_collision_point()
is used inside a collision shapeget_collision_point()
is used inside a collision shape
Cherry-picked for 4.2.2. |
Cherry-picked for 4.1.4. |
Clarified documentation on a behavior of get_collision_point() in both RayCast2D and RayCast3D objects when it is used while the ray is inside a collision shape