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Merge pull request #49267 from Calinou/uncap-area-gravity-property-hints-3.x

Rémi Verschelde 4 years ago
parent
commit
abf8569278
5 changed files with 6 additions and 6 deletions
  1. 1 1
      doc/classes/Area.xml
  2. 1 1
      doc/classes/Area2D.xml
  3. 2 2
      doc/classes/ProjectSettings.xml
  4. 1 1
      scene/2d/area_2d.cpp
  5. 1 1
      scene/3d/area.cpp

+ 1 - 1
doc/classes/Area.xml

@@ -59,7 +59,7 @@
 			If [code]true[/code], the area's audio bus overrides the default audio bus.
 		</member>
 		<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8">
-			The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
+			The area's gravity intensity (in meters per second squared). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
 		</member>
 		<member name="gravity_distance_scale" type="float" setter="set_gravity_distance_scale" getter="get_gravity_distance_scale" default="0.0">
 			The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.

+ 1 - 1
doc/classes/Area2D.xml

@@ -61,7 +61,7 @@
 			If [code]true[/code], the area's audio bus overrides the default audio bus.
 		</member>
 		<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0">
-			The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
+			The area's gravity intensity (in pixels per second squared). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
 		</member>
 		<member name="gravity_distance_scale" type="float" setter="set_gravity_distance_scale" getter="get_gravity_distance_scale" default="0.0">
 			The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.

+ 2 - 2
doc/classes/ProjectSettings.xml

@@ -956,7 +956,7 @@
 			[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
 		</member>
 		<member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98">
-			The default gravity strength in 2D.
+			The default gravity strength in 2D (in pixels per second squared).
 			[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
 			[codeblock]
 			# Set the default gravity strength to 98.
@@ -1007,7 +1007,7 @@
 			[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
 		</member>
 		<member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8">
-			The default gravity strength in 3D.
+			The default gravity strength in 3D (in meters per second squared).
 			[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
 			[codeblock]
 			# Set the default gravity strength to 9.8.

+ 1 - 1
scene/2d/area_2d.cpp

@@ -554,7 +554,7 @@ void Area2D::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point"), "set_gravity_is_point", "is_gravity_a_point");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_distance_scale", PROPERTY_HINT_EXP_RANGE, "0,1024,0.001,or_greater"), "set_gravity_distance_scale", "get_gravity_distance_scale");
 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_vec"), "set_gravity_vector", "get_gravity_vector");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity", PROPERTY_HINT_RANGE, "-1024,1024,0.001"), "set_gravity", "get_gravity");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity", PROPERTY_HINT_RANGE, "-4096,4096,0.001,or_lesser,or_greater"), "set_gravity", "get_gravity");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
 

+ 1 - 1
scene/3d/area.cpp

@@ -595,7 +595,7 @@ void Area::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point"), "set_gravity_is_point", "is_gravity_a_point");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_distance_scale", PROPERTY_HINT_EXP_RANGE, "0,1024,0.001,or_greater"), "set_gravity_distance_scale", "get_gravity_distance_scale");
 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_vec"), "set_gravity_vector", "get_gravity_vector");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity", PROPERTY_HINT_RANGE, "-1024,1024,0.01"), "set_gravity", "get_gravity");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity", PROPERTY_HINT_RANGE, "-32,32,0.001,or_lesser,or_greater"), "set_gravity", "get_gravity");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");