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Update mentions of cylinder shape support for Godot 3.4 (#5697)

Ricardo Buring 3 年之前
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共有 2 个文件被更改,包括 2 次插入3 次删除
  1. 1 1
      about/list_of_features.rst
  2. 1 2
      tutorials/physics/collision_shapes_3d.rst

+ 1 - 1
about/list_of_features.rst

@@ -299,7 +299,7 @@ improve quality. This can be helpful when using Godot for offline rendering.
 
 
 **Collision detection:**
 **Collision detection:**
 
 
-- Built-in shapes: cuboid, sphere, capsule, cylinder (only with Bullet physics).
+- Built-in shapes: cuboid, sphere, capsule, cylinder.
 - Generate triangle collision shapes for any mesh from the editor.
 - Generate triangle collision shapes for any mesh from the editor.
 - Generate one or several convex collision shapes for any mesh from the editor.
 - Generate one or several convex collision shapes for any mesh from the editor.
 
 

+ 1 - 2
tutorials/physics/collision_shapes_3d.rst

@@ -30,8 +30,7 @@ Godot provides the following primitive collision shape types:
 - :ref:`class_BoxShape`
 - :ref:`class_BoxShape`
 - :ref:`class_SphereShape`
 - :ref:`class_SphereShape`
 - :ref:`class_CapsuleShape`
 - :ref:`class_CapsuleShape`
-- :ref:`class_CylinderShape`. It is only available when using the Bullet physics
-  engine.
+- :ref:`class_CylinderShape`
 
 
 You can represent the collision of most smaller objects using one or more
 You can represent the collision of most smaller objects using one or more
 primitive shapes. However, for more complex objects, such as a large ship or a
 primitive shapes. However, for more complex objects, such as a large ship or a