diff options
author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-01-29 17:35:50 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-01-29 17:35:50 +0100 |
commit | 736ac253061cad240acf390c2aedf619ad7f3a32 (patch) | |
tree | d06770c1eed0c9923ac6da94c70af6d832f69fc4 /doc/classes | |
parent | 2f57a11ed9b383706b72783c0d9b1e869774e08a (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.xml | 8 |
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]. |