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Rename iterations_per_second to physics_ticks_per_second
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
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@@ -1340,9 +1340,9 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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{
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window_vsync_mode = DisplayServer::VSyncMode(int(GLOBAL_DEF("display/window/vsync/vsync_mode", DisplayServer::VSyncMode::VSYNC_ENABLED)));
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}
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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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Engine::get_singleton()->set_physics_ticks_per_second(GLOBAL_DEF_BASIC("physics/common/physics_ticks_per_second", 60));
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ProjectSettings::get_singleton()->set_custom_property_info("physics/common/physics_ticks_per_second",
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PropertyInfo(Variant::INT, "physics/common/physics_ticks_per_second",
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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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@@ -2463,12 +2463,12 @@ bool Main::iteration() {
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uint64_t ticks_elapsed = ticks - last_ticks;
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int physics_fps = Engine::get_singleton()->get_iterations_per_second();
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float physics_step = 1.0 / physics_fps;
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int physics_ticks_per_second = Engine::get_singleton()->get_physics_ticks_per_second();
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float physics_step = 1.0 / physics_ticks_per_second;
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float time_scale = Engine::get_singleton()->get_time_scale();
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MainFrameTime advance = main_timer_sync.advance(physics_step, physics_fps);
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MainFrameTime advance = main_timer_sync.advance(physics_step, physics_ticks_per_second);
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double process_step = advance.process_step;
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double scaled_step = process_step * time_scale;
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