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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-08-16 10:33:37 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-08-16 10:33:37 +0200 |
commit | 46c68659797c0da325095d688cd00ff80f9ec10e (patch) | |
tree | 396d53cbd8126834edd1d03d5411248969646179 /doc/classes/ProjectSettings.xml | |
parent | eb684cccdcd08bfe86e35579ec45d0aa5ce8aae8 (diff) | |
parent | 2f8ab4a6540e65fa4097d1f58988eb03cb81ad65 (diff) | |
download | redot-engine-46c68659797c0da325095d688cd00ff80f9ec10e.tar.gz |
Merge pull request #92391 from rburing/fti_3d
Physics interpolation (3D)
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index b20b374382..ff2c0bbfd9 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -630,6 +630,10 @@ <member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024"> Maximum call stack allowed for debugging GDScript. </member> + <member name="debug/settings/physics_interpolation/enable_warnings" type="bool" setter="" getter="" default="true"> + If [code]true[/code], enables warnings which can help pinpoint where nodes are being incorrectly updated, which will result in incorrect interpolation and visual glitches. + When a node is being interpolated, it is essential that the transform is set during [method Node._physics_process] (during a physics tick) rather than [method Node._process] (during a frame). + </member> <member name="debug/settings/profiler/max_functions" type="int" setter="" getter="" default="16384"> Maximum number of functions per frame allowed when profiling. </member> @@ -2322,7 +2326,8 @@ </member> <member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5"> Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be good enough for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended. - [b]Note:[/b] When using a physics interpolation solution (such as enabling [member physics/common/physics_interpolation] or using a custom solution), the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code]. + [b]Note:[/b] Jitter fix is automatically disabled at runtime when [member physics/common/physics_interpolation] is enabled. + [b]Note:[/b] When using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code]. [b]Note:[/b] This property is only read when the project starts. To change the physics jitter fix at runtime, set [member Engine.physics_jitter_fix] instead. </member> <member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60"> |