Merge pull request #37383 from WARIO-MDMA/godotphysics-rename
Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
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1e5f0d402b
5 changed files with 30 additions and 30 deletions
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@ -19,7 +19,7 @@
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</argument>
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<description>
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Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [code][1, 1][/code].
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If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics.
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If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics3D.
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</description>
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</method>
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<method name="collide_shape">
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@ -911,7 +911,7 @@
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</member>
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<member name="physics/2d/physics_engine" type="String" setter="" getter="" default=""DEFAULT"">
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Sets which physics engine to use for 2D physics.
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"DEFAULT" and "GodotPhysics" are the same, as there is currently no alternative 2D physics server implemented.
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"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
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</member>
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<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
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Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
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@ -953,7 +953,7 @@
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</member>
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<member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT"">
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Sets which physics engine to use for 3D physics.
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"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics" engine is still supported as an alternative.
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"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.
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</member>
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<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
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Enables [member Viewport.physics_object_picking] on the root viewport.
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