- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
20 lines
1.2 KiB
XML
20 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SeparationRayShape3D" inherits="Shape3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 3D ray shape used for physics collision that tries to separate itself from any collider.
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</brief_description>
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<description>
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A 3D ray shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D]. When a [SeparationRayShape3D] collides with an object, it tries to separate itself from it by moving its endpoint to the collision point. For example, a [SeparationRayShape3D] next to a character can allow it to instantly move up when touching stairs.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="length" type="float" setter="set_length" getter="get_length" default="1.0">
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The ray's length.
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</member>
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<member name="slide_on_slope" type="bool" setter="set_slide_on_slope" getter="get_slide_on_slope" default="false">
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If [code]false[/code] (default), the shape always separates and returns a normal along its own direction.
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If [code]true[/code], the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes.
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</member>
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</members>
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</class>
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