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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-03-04 12:25:36 +0100 |
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committer | GitHub <noreply@github.com> | 2022-03-04 12:25:36 +0100 |
commit | 0ff45dd3a7ff28b7fb686cb6e8640926f885038a (patch) | |
tree | 525367bb4fdc1b804d16de6bef13b90281c2a0df /doc/classes | |
parent | 7de48982fed1bcc60ae3f4a9a08d04b167b26356 (diff) | |
parent | 4219485a827ff37dc25c72786c8786962e5b55f2 (diff) |
Merge pull request #58673 from Calinou/smooth-trimesh-collision-always-setting
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 4 |
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> |