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Copy file name to clipboardexpand all lines: doc/classes/ARVRPositionalTracker.xml
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Returns the world-space controller position.
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</description>
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</method>
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<methodname="get_tracker_id"qualifiers="const">
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<returntype="int">
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</return>
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<description>
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Returns the internal tracker ID. This uniquely identifies the tracker per tracker type and matches the ID you need to specify for nodes such as the [ARVRController] and [ARVRAnchor] nodes.
Copy file name to clipboardexpand all lines: doc/classes/ConcavePolygonShape.xml
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</brief_description>
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<description>
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Concave polygon shape resource, which can be set into a [PhysicsBody] or area. This shape is created by feeding a list of triangles.
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Note: when used for collision, [ConcavePolygonShape] is intended to work with static [PhysicsBody] nodes like [StaticBody] and will not work with [KinematicBody] or [RigidBody] with a mode other than Static.
The number of fixed iterations per second (for fixed process and physics).
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The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage.
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.
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Controls how much physics 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.
Copy file name to clipboardexpand all lines: doc/classes/MeshLibrary.xml
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<argumentindex="0"name="id"type="int">
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</argument>
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<description>
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Returns a generated item preview (a 3D rendering in isometric perspective).
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[b]Note:[/b] Since item previews are only generated in an editor context, this function will return an empty [Texture] in a running project.
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When running in the editor, returns a generated item preview (a 3D rendering in isometric perspective). When used in a running project, returns the manually-defined item preview which can be set using [method set_item_preview]. Returns an empty [Texture] if no preview was manually set in a running project.
Copy file name to clipboardexpand all lines: doc/classes/Node.xml
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<returntype="float">
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</return>
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<description>
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Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.target_fps].
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Returns the time elapsed since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.iterations_per_second].
Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.target_fps] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden. Any calls to this before [method _ready] will be ignored.
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Enables or disables physics (i.e. fixed framerate) processing. When a node is being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine.iterations_per_second] to change) interval (and the [method _physics_process] callback will be called if exists). Enabled automatically if [method _physics_process] is overridden. Any calls to this before [method _ready] will be ignored.
Frames per second used in the physics. Physics always needs a fixed amount of frames per second.
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The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run.
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[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.iterations_per_second] instead.
Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method VisualServer.set_default_clear_color].
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