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-rw-r--r--doc/classes/ProjectSettings.xml6
1 files changed, 1 insertions, 5 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index be2c1ad372..701e947fd1 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1493,7 +1493,7 @@
</member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
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.
+ "DEFAULT" and "GodotPhysics3D" are the same, as there is currently no alternative 3D physics server implemented.
</member>
<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.
@@ -1504,10 +1504,6 @@
<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>