diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index 6b5333d2c11..ea181bdb428 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -3762,6 +3762,12 @@
Return the angular damp rate.
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@@ -3843,6 +3849,24 @@
Return the processing order of this area.
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@@ -3871,6 +3895,18 @@
Return whether this area detects bodies/areas entering/exiting it.
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@@ -3897,6 +3933,18 @@
In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second.
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@@ -3991,6 +4039,24 @@
Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important.
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@@ -4003,10 +4069,20 @@
AREA_SPACE_OVERRIDE_REPLACE_COMBINE: This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
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@@ -4027,6 +4103,14 @@
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@@ -6856,6 +6940,328 @@
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@@ -7889,6 +8295,12 @@
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@@ -8003,6 +8415,12 @@
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@@ -8070,6 +8488,12 @@
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@@ -9731,18 +10155,6 @@
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@@ -9755,48 +10167,12 @@
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@@ -9972,9 +10306,9 @@
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@@ -9984,6 +10318,12 @@
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@@ -9992,13 +10332,11 @@
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@@ -21843,124 +22173,130 @@
Kinematic Characters: KinematicBody also has an api for moving objects (the [method move] method) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics.
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- Return if this body can collide with character bodies.
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- Return if this body can collide with kinematic bodies.
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- Return if this body can collide with rigid bodies.
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- Return if this body can collide with static bodies.
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- Returns whether the KinematicBody can be teleported to the destination given as an argument, checking all collision shapes of the body against potential colliders at the destination.
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- Return the body that collided with this one.
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- Return the shape index from the body that collided with this one. If there is no collision, this method will return 0, so collisions must be checked first with [method is_colliding].
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- Return the velocity of the body that collided with this one.
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- Return the collision margin for this object.
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- Return the normal of the surface the body collided with. This is useful to implement sliding along a surface.
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- Return the point in space where the body is touching another. If there is no collision, this method will return (0,0,0), so collisions must be checked first with [method is_colliding].
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- Return whether the body is colliding with another.
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@@ -21975,78 +22311,34 @@
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- Move the body to the given position. This is not a teleport, and the body will stop if there is an obstacle. The returned vector is how much movement was remaining before being stopped.
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- Set if this body should collide with character bodies.
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- Set if this body should collide with kinematic bodies.
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- Set if this body should collide with rigid bodies.
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- Set if this body should collide with static bodies.
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- Set the collision margin for this object. A collision margin is an amount that all shapes will grow when computing collisions, to account for numerical imprecision.
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