mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2025-01-11 13:21:10 +01:00
Re-extracted the class docs.
This commit is contained in:
parent
c7b653adc4
commit
f4c49b02de
@ -149,14 +149,14 @@
|
||||
See [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]Running code in the editor[/url] in the documentation for more information.
|
||||
[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] (e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] will evaluate to [code]true[/code] both when the code is running in the editor and when running the project from the editor, but it will evaluate to [code]false[/code] when the code is run from an exported project.
|
||||
</member>
|
||||
<member name="physics_ticks_per_second" type="int" setter="set_physics_ticks_per_second" getter="get_physics_ticks_per_second" default="60">
|
||||
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member target_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second].
|
||||
[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member Engine.physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
|
||||
</member>
|
||||
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" 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 the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine 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] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
|
||||
</member>
|
||||
<member name="physics_ticks_per_second" type="int" setter="set_physics_ticks_per_second" getter="get_physics_ticks_per_second" default="60">
|
||||
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around collision tunneling issues, but keep in mind doing so will increase CPU usage. See also [member target_fps] and [member ProjectSettings.physics/common/physics_ticks_per_second].
|
||||
[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member Engine.physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
|
||||
</member>
|
||||
<member name="print_error_messages" type="bool" setter="set_print_error_messages" getter="is_printing_error_messages" default="true">
|
||||
If [code]false[/code], stops printing error and warning messages to the console and editor Output log. This can be used to hide error and warning messages during unit test suite runs. This property is equivalent to the [member ProjectSettings.application/run/disable_stderr] project setting.
|
||||
[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. If this is set to [code]false[/code] in a [code]tool[/code] script, this will also impact the editor itself. Do [i]not[/i] report bugs before ensuring error messages are enabled (as they are by default).
|
||||
|
@ -1203,11 +1203,6 @@
|
||||
- During pause, picking only considers collision objects immune to pause, sending input events and enter/exit callbacks to them as expected.
|
||||
If disabled, the legacy behavior is used, which consists in queuing the picking input events during pause (so nodes won't get them) and flushing that queue on resume, against the state of the 2D/3D world at that point.
|
||||
</member>
|
||||
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
|
||||
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member debug/settings/fps/force_fps].
|
||||
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
|
||||
[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
|
||||
</member>
|
||||
<member name="physics/common/physics_interpolation" type="bool" setter="" getter="" default="false">
|
||||
If [code]true[/code], the renderer will interpolate the transforms of physics objects between the last two transforms, such that smooth motion is seen when physics ticks do not coincide with rendered frames.
|
||||
[b]Note:[/b] When moving objects to new positions (rather than the usual physics motion) you may want to temporarily turn off interpolation to prevent a visible glitch. You can do this using the [method Node.reset_physics_interpolation] function.
|
||||
@ -1218,6 +1213,11 @@
|
||||
[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member physics/common/physics_interpolation] is enabled.
|
||||
[b]Note:[/b] This property is only read when the project starts. To change the value at runtime, set [member Engine.physics_jitter_fix] instead.
|
||||
</member>
|
||||
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
|
||||
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member debug/settings/fps/force_fps].
|
||||
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
|
||||
[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
|
||||
</member>
|
||||
<member name="props/background_color" type="Color" setter="" getter="" default="Color( 0, 0, 0, 1 )">
|
||||
</member>
|
||||
<member name="props/default_prop_material_cache_class" type="String" setter="" getter="" default=""PropMaterialCachePCM"">
|
||||
|
Loading…
Reference in New Issue
Block a user