Fixed Timestep Interpolation (2D)
Adds fixed timestep interpolation to the rendering server (2D only). Switchable on and off with a project setting (default is off). Co-authored-by: lawnjelly <lawnjelly@gmail.com>
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@ -264,6 +264,10 @@
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- 2D and 3D physics will be stopped, as well as collision detection and related signals.
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- Depending on each node's [member Node.process_mode], their [method Node._process], [method Node._physics_process] and [method Node._input] callback methods may not called anymore.
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</member>
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<member name="physics_interpolation" type="bool" setter="set_physics_interpolation_enabled" getter="is_physics_interpolation_enabled" default="false">
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If [code]true[/code], the renderer will interpolate the transforms of physics objects between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames.
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The default value of this property is controlled by [member ProjectSettings.physics/common/physics_interpolation].
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</member>
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<member name="quit_on_go_back" type="bool" setter="set_quit_on_go_back" getter="is_quit_on_go_back" default="true">
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If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
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To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].
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