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@@ -146,7 +146,14 @@ private:
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HashMap<StringName, Group> group_map;
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HashMap<StringName, Group> group_map;
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bool _quit = false;
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bool _quit = false;
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- bool _physics_interpolation_enabled = false;
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+ // Static so we can get directly instead of via SceneTree pointer.
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+ static bool _physics_interpolation_enabled;
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+
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+ // Note that physics interpolation is hard coded to OFF in the editor,
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+ // therefore we have a second bool to enable e.g. configuration warnings
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+ // to only take effect when the project is using physics interpolation.
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+ static bool _physics_interpolation_enabled_in_project;
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+
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SceneTreeFTI scene_tree_fti;
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SceneTreeFTI scene_tree_fti;
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StringName tree_changed_name = "tree_changed";
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StringName tree_changed_name = "tree_changed";
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@@ -446,7 +453,11 @@ public:
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//default texture settings
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//default texture settings
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void set_physics_interpolation_enabled(bool p_enabled);
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void set_physics_interpolation_enabled(bool p_enabled);
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- bool is_physics_interpolation_enabled() const;
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+ bool is_physics_interpolation_enabled() const { return _physics_interpolation_enabled; }
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+
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+ // Different name to disambiguate fast static versions from the user bound versions.
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+ static bool is_fti_enabled() { return _physics_interpolation_enabled; }
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+ static bool is_fti_enabled_in_project() { return _physics_interpolation_enabled_in_project; }
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#ifndef _3D_DISABLED
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#ifndef _3D_DISABLED
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void client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem);
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void client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem);
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