Fix Viewport interpolation mode
Viewport interpolation mode is a special case, which should be set to ON instead of INHERIT.
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@ -246,6 +246,7 @@
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<member name="own_world" type="bool" setter="set_use_own_world" getter="is_using_own_world" default="false">
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If [code]true[/code], the viewport will use a unique copy of the [World] defined in [member world].
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</member>
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<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" overrides="Node" enum="Node.PhysicsInterpolationMode" default="2" />
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<member name="physics_object_picking" type="bool" setter="set_physics_object_picking" getter="get_physics_object_picking" default="false">
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If [code]true[/code], the objects rendered by viewport become subjects of mouse picking process.
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</member>
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@ -3681,6 +3681,13 @@ Viewport::Viewport() {
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local_input_handled = false;
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handle_input_locally = true;
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physics_last_id = 0; //ensures first time there will be a check
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// Physics interpolation mode for viewports is a special case.
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// Typically viewports will be housed within Controls,
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// and Controls default to PHYSICS_INTERPOLATION_MODE_OFF.
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// Viewports can thus inherit physics interpolation OFF, which is unexpected.
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// Setting to ON allows each viewport to have a fresh interpolation state.
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set_physics_interpolation_mode(Node::PHYSICS_INTERPOLATION_MODE_ON);
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}
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Viewport::~Viewport() {
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