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>
This commit is contained in:
Ricardo Buring
2024-02-17 00:57:32 +01:00
parent fe01776f05
commit 2ed2ccc2d8
39 changed files with 1040 additions and 75 deletions

View File

@ -264,6 +264,10 @@
- 2D and 3D physics will be stopped, as well as collision detection and related signals.
- 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.
</member>
<member name="physics_interpolation" type="bool" setter="set_physics_interpolation_enabled" getter="is_physics_interpolation_enabled" default="false">
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.
The default value of this property is controlled by [member ProjectSettings.physics/common/physics_interpolation].
</member>
<member name="quit_on_go_back" type="bool" setter="set_quit_on_go_back" getter="is_quit_on_go_back" default="true">
If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].