Merge pull request #49432 from Calinou/tweak-physics-fps-property-hint
Tweak the physics FPS property hint to only allow reasonable values
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529bf43134
3 changed files with 5 additions and 3 deletions
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@ -171,6 +171,7 @@
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</member>
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<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
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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 smoothing 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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[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
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</member>
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<member name="target_fps" type="int" setter="set_target_fps" getter="get_target_fps" default="0">
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The desired frames per second. If the hardware cannot keep up, this setting may not be respected. A value of 0 means no limit.
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@ -1311,7 +1311,8 @@
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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.
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</member>
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<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
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Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
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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 smoothing 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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[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
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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.physics_jitter_fix] instead.
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</member>
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<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">
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@ -1336,13 +1336,13 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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Engine::get_singleton()->set_iterations_per_second(GLOBAL_DEF_BASIC("physics/common/physics_fps", 60));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/common/physics_fps",
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PropertyInfo(Variant::INT, "physics/common/physics_fps",
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PROPERTY_HINT_RANGE, "1,120,1,or_greater"));
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PROPERTY_HINT_RANGE, "1,1000,1"));
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Engine::get_singleton()->set_physics_jitter_fix(GLOBAL_DEF("physics/common/physics_jitter_fix", 0.5));
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Engine::get_singleton()->set_target_fps(GLOBAL_DEF("debug/settings/fps/force_fps", 0));
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ProjectSettings::get_singleton()->set_custom_property_info("debug/settings/fps/force_fps",
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PropertyInfo(Variant::INT,
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"debug/settings/fps/force_fps",
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PROPERTY_HINT_RANGE, "0,120,1,or_greater"));
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PROPERTY_HINT_RANGE, "0,1000,1"));
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GLOBAL_DEF("debug/settings/stdout/print_fps", false);
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GLOBAL_DEF("debug/settings/stdout/verbose_stdout", false);
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