From d5ea4acd2dddfe13ad7989aa54d9cb5739e678d5 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Thu, 11 Mar 2021 20:33:46 -0700 Subject: SoftBody support in GodotPhysics 3D - Fixed SoftBody surface update with new rendering system - Added GodotPhysics implementation for SoftBody - Added support to get SoftBody rid to interact with the physics server - Added support to get SoftBody bounds from the physics server - Removed support for unused get_vertex_position and get_point_offset from the physics server - Removed SoftBody properties that are unused in both Bullet and GodotPhysics (angular and volume stiffness, pose matching) - Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly --- doc/classes/SoftBody3D.xml | 6 ------ 1 file changed, 6 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml index 04e201e1bd..29f8ecd432 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -77,8 +77,6 @@ - - The physics layers this SoftBody3D is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. @@ -96,8 +94,6 @@ [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping. - - @@ -109,8 +105,6 @@ The SoftBody3D's mass. - - -- cgit v1.2.3