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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-05-11 13:22:50 +0200
committerGitHub <noreply@github.com>2021-05-11 13:22:50 +0200
commit5f3395100973ba86d0c8ba3470e0f7b97baa16db (patch)
tree01464dd744234324ca66e6ef753877c9810708ce /doc/classes
parent063ccaa8688438297b3c6b433175ad2ac47488be (diff)
parent3877ed73d01bbbf764d0a2756fe6b310ba9dc6f4 (diff)
Merge pull request #48629 from nekomatata/dynamic-bvh-broadphase-4.0
Dynamic BVH broadphase in 2D & 3D Godot Physics
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ProjectSettings.xml9
1 files changed, 0 insertions, 9 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 3200f789b8..d38c3fc0d8 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1197,12 +1197,6 @@
The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used.
If in doubt, leave this setting empty.
</member>
- <member name="physics/2d/bp_hash_table_size" type="int" setter="" getter="" default="4096">
- Size of the hash table used for the broad-phase 2D hash grid algorithm.
- </member>
- <member name="physics/2d/cell_size" type="int" setter="" getter="" default="128">
- Cell size used for the broad-phase 2D hash grid algorithm (in pixels).
- </member>
<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
The default angular damp in 2D.
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
@@ -1239,9 +1233,6 @@
The default linear damp in 2D.
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
- <member name="physics/2d/large_object_surface_threshold_in_cells" type="int" setter="" getter="" default="512">
- Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.
- </member>
<member name="physics/2d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 2D physics.
"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.