diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp index 088e24ba6e2..bc00bfca0fb 100644 --- a/core/variant/variant_call.cpp +++ b/core/variant/variant_call.cpp @@ -2059,9 +2059,7 @@ static void _register_variant_builtin_methods() { bind_method(Transform2D, interpolate_with, sarray("xform", "weight"), varray()); bind_method(Transform2D, is_equal_approx, sarray("xform"), varray()); bind_method(Transform2D, is_finite, sarray(), varray()); - bind_method(Transform2D, set_rotation, sarray("rotation"), varray()); - bind_method(Transform2D, set_scale, sarray("scale"), varray()); - bind_method(Transform2D, set_skew, sarray("skew"), varray()); + // Do not bind functions like set_rotation, set_scale, set_skew, etc because this type is immutable and can't be modified. bind_method(Transform2D, looking_at, sarray("target"), varray(Vector2())); /* Basis */ diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index 23d20a5a753..f3ed90a015e 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -183,28 +183,6 @@ This can be seen as transforming with respect to the local frame. - - - - - Sets the transform's rotation (in radians). - - - - - - - Sets the transform's scale. - [b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed. - - - - - - - Sets the transform's skew (in radians). - -