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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-03-02 01:10:18 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-03-02 18:49:34 +0100
commit4219485a827ff37dc25c72786c8786962e5b55f2 (patch)
tree302d587436a0ba97b0736c12edfa478ade5dcb63 /doc/classes
parent62765fb7ca7cca7ae0c56be99cc99d9b3b0bd040 (diff)
downloadredot-engine-4219485a827ff37dc25c72786c8786962e5b55f2.tar.gz
Always register the Smooth Trimesh Collision project setting
This ensures the project setting never disappears from the editor, even if the current physics engine is GodotPhysics. This also adds documentation for the Smooth Trimesh Collision project setting.
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ProjectSettings.xml4
1 files changed, 4 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index a3810bb575..be2c1ad372 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1504,6 +1504,10 @@
<member name="physics/3d/sleep_threshold_linear" type="float" setter="" getter="" default="0.1">
Threshold linear velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
</member>
+ <member name="physics/3d/smooth_trimesh_collision" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], smooths out collision with trimesh shapes ([ConcavePolygonShape3D]) by telling the Bullet physics engine to generate internal edge information for every trimesh shape created.
+ [b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to [code]Bullet[/code], [i]not[/i] [code]DEFAULT[/code] or [code]GodotPhysics[/code].
+ </member>
<member name="physics/3d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.01">
Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
</member>