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Merge pull request godotengine#96110 from programneer/delet-this
Remove the 2D renderer notice from `ProjectSettings` documentation
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doc/classes/ProjectSettings.xml

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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. See also [member Node.physics_interpolation_mode] and [method Node.reset_physics_interpolation].
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[b]Note:[/b] If [code]true[/code], the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0.0[/code].
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[b]Note:[/b] This property is only read when the project starts. To toggle physics interpolation at runtime, set [member SceneTree.physics_interpolation] instead.
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[b]Note:[/b] This feature is currently only implemented in the 2D renderer.
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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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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 good enough 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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