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Merge pull request #111102 from timothyqiu/velocity-delta
Fix description about CharacterBody velocity and delta
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doc/classes/CharacterBody2D.xml

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</member>
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<member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)">
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Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
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This property should not be set to a value multiplied by [code]delta[/code], because this happens internally in [method move_and_slide]. Otherwise, the simulation will run at an incorrect speed.
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[b]Note:[/b] A common mistake is setting this property to the desired velocity multiplied by [code]delta[/code], which produces a motion vector in pixels.
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</member>
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<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.2617994">
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Minimum angle (in radians) where the body is allowed to slide when it encounters a wall. The default value equals 15 degrees. This property only affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING].

doc/classes/CharacterBody3D.xml

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</member>
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<member name="velocity" type="Vector3" setter="set_velocity" getter="get_velocity" default="Vector3(0, 0, 0)">
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Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
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This property should not be set to a value multiplied by [code]delta[/code], because this happens internally in [method move_and_slide]. Otherwise, the simulation will run at an incorrect speed.
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[b]Note:[/b] A common mistake is setting this property to the desired velocity multiplied by [code]delta[/code], which produces a motion vector (typically in meters).
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</member>
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<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.2617994">
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Minimum angle (in radians) where the body is allowed to slide when it encounters a wall. The default value equals 15 degrees. When [member motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if [member floor_block_on_wall] is [code]true[/code].

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