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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-01-29 17:35:50 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-01-29 17:35:50 +0100
commit736ac253061cad240acf390c2aedf619ad7f3a32 (patch)
treed06770c1eed0c9923ac6da94c70af6d832f69fc4 /doc/classes
parent2f57a11ed9b383706b72783c0d9b1e869774e08a (diff)
Rename the physics server `run_on_thread` project settings
`run_on_separate_thread` is more explicit.
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/ProjectSettings.xml8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index b0d88ebb4c..dc40d2fd1b 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1412,8 +1412,8 @@
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.
</member>
- <member name="physics/2d/run_on_thread" type="bool" setter="" getter="" default="false">
- Sets whether 2D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
+ <member name="physics/2d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], the 2D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 2D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
</member>
<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
@@ -1484,8 +1484,8 @@
Sets which physics engine to use for 3D physics.
"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.
</member>
- <member name="physics/3d/run_on_thread" type="bool" setter="" getter="" default="false">
- Sets whether 3D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
+ <member name="physics/3d/run_on_separate_thread" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
</member>
<member name="physics/3d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].