Replace some "uncommon" words in class reference
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@@ -406,7 +406,7 @@
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[b]Note:[/b] Enabling TTS can cause addition idle CPU usage and interfere with the sleep mode, so consider disabling it if TTS is not used.
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</member>
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<member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
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Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
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Setting to hardcode audio delay when playing video. Best to leave this unchanged unless you know what you are doing.
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</member>
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<member name="collada/use_ambient" type="bool" setter="" getter="" default="false">
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If [code]true[/code], ambient lights will be imported from COLLADA models as [DirectionalLight3D]. If [code]false[/code], ambient lights will be ignored.
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@@ -2210,7 +2210,7 @@
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[b]Note:[/b] This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set [member Engine.max_physics_steps_per_frame] instead.
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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 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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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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[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
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[b]Note:[/b] This property is only read when the project starts. To change the physics jitter fix at runtime, set [member Engine.physics_jitter_fix] instead.
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</member>
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