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-rw-r--r--doc/classes/ProjectSettings.xml48
1 files changed, 46 insertions, 2 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index e0371a6a4a..26d519506b 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -432,8 +432,9 @@
</member>
<member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0">
Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.
- If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
+ If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. See also [member physics/common/physics_ticks_per_second].
This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions.
+ [b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.target_fps] instead.
</member>
<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
Maximum call stack allowed for debugging GDScript.
@@ -1420,6 +1421,26 @@
<member name="physics/2d/sleep_threshold_linear" type="float" setter="" getter="" default="2.0">
Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
</member>
+ <member name="physics/2d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.3">
+ Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
+ </member>
+ <member name="physics/2d/solver/contact_max_separation" type="float" setter="" getter="" default="1.5">
+ Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION].
+ </member>
+ <member name="physics/2d/solver/contact_recycle_radius" type="float" setter="" getter="" default="1.0">
+ Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS].
+ </member>
+ <member name="physics/2d/solver/default_constraint_bias" type="float" setter="" getter="" default="0.2">
+ Default solver bias for all physics constraints. Defines how much bodies react to enforce constraints. See [constant PhysicsServer2D.SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS].
+ Individual constraints can have a specific bias value (see [member Joint2D.bias]).
+ </member>
+ <member name="physics/2d/solver/default_contact_bias" type="float" setter="" getter="" default="0.8">
+ Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_DEFAULT_BIAS].
+ Individual shapes can have a specific bias value (see [member Shape2D.custom_solver_bias]).
+ </member>
+ <member name="physics/2d/solver/solver_iterations" type="int" setter="" getter="" default="16">
+ Number of solver iterations for all contacts and constraints. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS].
+ </member>
<member name="physics/2d/time_before_sleep" type="float" setter="" getter="" default="0.5">
Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP].
</member>
@@ -1467,10 +1488,29 @@
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>
<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].
</member>
<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/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>
+ <member name="physics/3d/solver/contact_max_separation" type="float" setter="" getter="" default="0.05">
+ Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION].
+ </member>
+ <member name="physics/3d/solver/contact_recycle_radius" type="float" setter="" getter="" default="0.01">
+ Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS].
+ </member>
+ <member name="physics/3d/solver/default_contact_bias" type="float" setter="" getter="" default="0.8">
+ Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS].
+ Individual shapes can have a specific bias value (see [member Shape3D.custom_solver_bias]).
+ </member>
+ <member name="physics/3d/solver/solver_iterations" type="int" setter="" getter="" default="16">
+ Number of solver iterations for all contacts and constraints. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS].
</member>
<member name="physics/3d/time_before_sleep" type="float" setter="" getter="" default="0.5">
+ Time (in seconds) of inactivity before which a 3D physics body will put to sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP].
</member>
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
@@ -1481,8 +1521,9 @@
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
- The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run.
+ The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member debug/settings/fps/force_fps].
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
+ [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
</member>
<member name="rendering/2d/opengl/batching_send_null" type="int" setter="" getter="" default="0">
</member>
@@ -1680,6 +1721,9 @@
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
</member>
<member name="rendering/mesh_lod/lod_change/threshold_pixels" type="float" setter="" getter="" default="1.0">
+ The automatic LOD bias to use for meshes rendered within the [ReflectionProbe]. Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] to improve performance at the cost of geometry detail.
+ [b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
+ [b]Note:[/b] This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set [member Viewport.lod_threshold] on the root [Viewport].
</member>
<member name="rendering/occlusion_culling/bvh_build_quality" type="int" setter="" getter="" default="2">
</member>