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-rw-r--r--doc/classes/Engine.xml21
1 files changed, 19 insertions, 2 deletions
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 187e13d7bd..8cdb9c1c3f 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="Engine" inherits="Object" category="Core" version="3.2">
+<class name="Engine" inherits="Object" version="4.0">
<brief_description>
Access to basic engine properties.
</brief_description>
@@ -41,7 +41,7 @@
<return type="int">
</return>
<description>
- Returns the total number of frames drawn.
+ Returns the total number of frames drawn. If the render loop is disabled with [code]--disable-render-loop[/code] via command line, this returns [code]0[/code]. See also [method get_idle_frames].
</description>
</method>
<method name="get_frames_per_second" qualifiers="const">
@@ -51,6 +51,13 @@
Returns the frames per second of the running game.
</description>
</method>
+ <method name="get_idle_frames" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the total number of frames passed since engine initialization which is advanced on each [b]idle frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn].
+ </description>
+ </method>
<method name="get_license_info" qualifiers="const">
<return type="Dictionary">
</return>
@@ -72,6 +79,13 @@
Returns the main loop object (see [MainLoop] and [SceneTree]).
</description>
</method>
+ <method name="get_physics_frames" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b].
+ </description>
+ </method>
<method name="get_physics_interpolation_fraction" qualifiers="const">
<return type="float">
</return>
@@ -85,6 +99,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns a global singleton with given [code]name[/code]. Often used for plugins, e.g. GodotPayments.
</description>
</method>
<method name="get_version_info" qualifiers="const">
@@ -116,6 +131,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns [code]true[/code] if a singleton with given [code]name[/code] exists in global scope.
</description>
</method>
<method name="is_in_physics_frame" qualifiers="const">
@@ -134,6 +150,7 @@
The number of fixed iterations per second (for fixed process and physics).
</member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
+ Controls how much physic 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 in-game clock and real clock, but allows to 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.
</member>
<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.