@TwistedTwigleg said:
You can also see the built-in signals of a node by selecting the node in the Godot editor and pressing the signals
tab in the inspector, or at least I think that's what it's called.
Right, this is what threw me for a loop at first. In KinematicBody2D, the Signals pane listed several signals available, yet the KinematicBody2D documentation never mentioned them. Then on closer inspection, it was because the listed signals were from other classes related to it (e.g. CollisionObject2D, CanvasItem, etc), which did have documentation on their signals. Once I saw the signals were listed there didn't directly come from the node in question it started to make sense. Thanks for the help!