Sync classref with master branch (4.0 changes)

This commit is contained in:
Rémi Verschelde
2020-03-13 17:17:50 +01:00
parent 966fd002ed
commit 03d40ff29e
360 changed files with 17483 additions and 16479 deletions
+2 -2
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@@ -99,7 +99,7 @@ If ``true``, it is running inside the editor. Useful for tool scripts.
| *Getter* | get_iterations_per_second() |
+-----------+----------------------------------+
The number of fixed iterations per second (for fixed process and physics).
The number of fixed iterations per second. This controls how often physics simulation and :ref:`Node._physics_process<class_Node_method__physics_process>` methods are run. This value should generally always be set to ``60`` or above, as Godot doesn't interpolate the physics step. As a result, values lower than ``60`` will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage.
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@@ -115,7 +115,7 @@ The number of fixed iterations per second (for fixed process and physics).
| *Getter* | get_physics_jitter_fix() |
+-----------+-------------------------------+
Controls how much physic 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 to smooth 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.
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 to smooth 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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