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@@ -81,7 +81,6 @@ static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsag
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ShaderTypes *shader_types = NULL;
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ShaderTypes *shader_types = NULL;
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PhysicsServer *_createGodotPhysicsCallback() {
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PhysicsServer *_createGodotPhysicsCallback() {
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- WARN_PRINT("The GodotPhysics 3D physics engine is deprecated and will be removed in Godot 3.2. You should use the Bullet physics engine instead (configurable in your project settings).");
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return memnew(PhysicsServerSW);
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return memnew(PhysicsServerSW);
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}
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}
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@@ -167,8 +166,8 @@ void register_server_types() {
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GLOBAL_DEF(PhysicsServerManager::setting_property_name, "DEFAULT");
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GLOBAL_DEF(PhysicsServerManager::setting_property_name, "DEFAULT");
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ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServerManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServerManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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- PhysicsServerManager::register_server("GodotPhysics - deprecated", &_createGodotPhysicsCallback);
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- PhysicsServerManager::set_default_server("GodotPhysics - deprecated");
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+ PhysicsServerManager::register_server("GodotPhysics", &_createGodotPhysicsCallback);
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+ PhysicsServerManager::set_default_server("GodotPhysics");
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}
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}
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void unregister_server_types() {
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void unregister_server_types() {
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