Enable physics interpolation in all 2D demos (#1070)

This makes uses of the new built-in 2D physics interpolation
added in 4.3.

For 3D demos, a separate PR requiring `master` will be made later.
This commit is contained in:
Hugo Locurcio
2025-04-14 18:58:38 +02:00
committed by GitHub
parent 90617ba1e8
commit 7befd7c718
30 changed files with 134 additions and 426 deletions

View File

@@ -17,8 +17,6 @@ texture_region_size = Vector2i(32, 32)
0:0/0 = 0
0:0/0/terrain_set = 0
0:0/0/terrain = 0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
0:0/0/terrains_peering_bit/right_side = 0
0:0/0/terrains_peering_bit/bottom_right_corner = 0
@@ -29,8 +27,6 @@ texture_region_size = Vector2i(32, 32)
1:0/0 = 0
1:0/0/terrain_set = 0
1:0/0/terrain = 0
1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:0/0/physics_layer_0/angular_velocity = 0.0
1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
1:0/0/terrains_peering_bit/bottom_side = 0
1:0/0/terrains_peering_bit/bottom_left_corner = 0
@@ -39,8 +35,6 @@ texture_region_size = Vector2i(32, 32)
1:0/1/flip_h = true
1:0/1/terrain_set = 0
1:0/1/terrain = 0
1:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
1:0/1/physics_layer_0/angular_velocity = 0.0
1:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
1:0/1/terrains_peering_bit/right_side = 0
1:0/1/terrains_peering_bit/bottom_right_corner = 0
@@ -48,8 +42,6 @@ texture_region_size = Vector2i(32, 32)
2:0/0 = 0
2:0/0/terrain_set = 0
2:0/0/terrain = 0
2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:0/0/physics_layer_0/angular_velocity = 0.0
2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 8, -16, 8)
2:0/0/terrains_peering_bit/right_side = 0
2:0/0/terrains_peering_bit/left_side = 0
@@ -57,26 +49,18 @@ texture_region_size = Vector2i(32, 32)
3:0/0 = 0
3:0/0/terrain_set = 0
3:0/0/terrain = 0
3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:0/0/physics_layer_0/angular_velocity = 0.0
3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 8, -16, 8)
3:0/0/terrains_peering_bit/left_side = 0
3:0/1 = 1
3:0/1/flip_h = true
3:0/1/terrain_set = 0
3:0/1/terrain = 0
3:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
3:0/1/physics_layer_0/angular_velocity = 0.0
3:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 8, -16, 8)
3:0/1/terrains_peering_bit/right_side = 0
4:0/0 = 0
4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:0/0/physics_layer_0/angular_velocity = 0.0
6:0/0 = 0
6:0/0/terrain_set = 0
6:0/0/terrain = 0
6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:0/0/physics_layer_0/angular_velocity = 0.0
6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
6:0/0/terrains_peering_bit/right_side = 0
6:0/0/terrains_peering_bit/left_side = 0
@@ -86,8 +70,6 @@ texture_region_size = Vector2i(32, 32)
0:1/0 = 0
0:1/0/terrain_set = 0
0:1/0/terrain = 0
0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:1/0/physics_layer_0/angular_velocity = 0.0
0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
0:1/0/terrains_peering_bit/right_side = 0
0:1/0/terrains_peering_bit/bottom_right_corner = 0
@@ -101,8 +83,6 @@ texture_region_size = Vector2i(32, 32)
1:1/0 = 0
1:1/0/terrain_set = 0
1:1/0/terrain = 0
1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:1/0/physics_layer_0/angular_velocity = 0.0
1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
1:1/0/terrains_peering_bit/bottom_side = 0
1:1/0/terrains_peering_bit/bottom_left_corner = 0
@@ -113,8 +93,6 @@ texture_region_size = Vector2i(32, 32)
1:1/1/flip_h = true
1:1/1/terrain_set = 0
1:1/1/terrain = 0
1:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
1:1/1/physics_layer_0/angular_velocity = 0.0
1:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
1:1/1/terrains_peering_bit/right_side = 0
1:1/1/terrains_peering_bit/bottom_right_corner = 0
@@ -122,13 +100,9 @@ texture_region_size = Vector2i(32, 32)
1:1/1/terrains_peering_bit/top_side = 0
1:1/1/terrains_peering_bit/top_right_corner = 0
4:1/0 = 0
4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:1/0/physics_layer_0/angular_velocity = 0.0
5:1/0 = 0
5:1/0/terrain_set = 0
5:1/0/terrain = 0
5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:1/0/physics_layer_0/angular_velocity = 0.0
5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
5:1/0/terrains_peering_bit/right_side = 0
5:1/0/terrains_peering_bit/bottom_side = 0
@@ -140,8 +114,6 @@ texture_region_size = Vector2i(32, 32)
6:1/0 = 0
6:1/0/terrain_set = 0
6:1/0/terrain = 0
6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:1/0/physics_layer_0/angular_velocity = 0.0
6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
6:1/0/terrains_peering_bit/right_side = 0
6:1/0/terrains_peering_bit/left_side = 0
@@ -152,8 +124,6 @@ texture_region_size = Vector2i(32, 32)
7:1/0 = 0
7:1/0/terrain_set = 0
7:1/0/terrain = 0
7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:1/0/physics_layer_0/angular_velocity = 0.0
7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
7:1/0/terrains_peering_bit/left_side = 0
7:1/0/terrains_peering_bit/top_left_corner = 0
@@ -162,8 +132,6 @@ texture_region_size = Vector2i(32, 32)
7:1/1/flip_h = true
7:1/1/terrain_set = 0
7:1/1/terrain = 0
7:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
7:1/1/physics_layer_0/angular_velocity = 0.0
7:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
7:1/1/terrains_peering_bit/right_side = 0
7:1/1/terrains_peering_bit/top_side = 0
@@ -172,8 +140,6 @@ texture_region_size = Vector2i(32, 32)
1:2/0 = 0
1:2/0/terrain_set = 0
1:2/0/terrain = 0
1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:2/0/physics_layer_0/angular_velocity = 0.0
1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
1:2/0/terrains_peering_bit/right_side = 0
1:2/0/terrains_peering_bit/bottom_right_corner = 0
@@ -186,8 +152,6 @@ texture_region_size = Vector2i(32, 32)
1:2/1/flip_h = true
1:2/1/terrain_set = 0
1:2/1/terrain = 0
1:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
1:2/1/physics_layer_0/angular_velocity = 0.0
1:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
1:2/1/terrains_peering_bit/right_side = 0
1:2/1/terrains_peering_bit/bottom_right_corner = 0
@@ -200,8 +164,6 @@ texture_region_size = Vector2i(32, 32)
2:2/0 = 0
2:2/0/terrain_set = 0
2:2/0/terrain = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:2/0/physics_layer_0/angular_velocity = 0.0
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, 16, -16, 16)
2:2/0/terrains_peering_bit/bottom_side = 0
2:2/0/terrains_peering_bit/bottom_left_corner = 0
@@ -210,22 +172,16 @@ texture_region_size = Vector2i(32, 32)
2:2/1/flip_h = true
2:2/1/terrain_set = 0
2:2/1/terrain = 0
2:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
2:2/1/physics_layer_0/angular_velocity = 0.0
2:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 16, -16, 16)
2:2/1/terrains_peering_bit/right_side = 0
2:2/1/terrains_peering_bit/bottom_right_corner = 0
2:2/1/terrains_peering_bit/bottom_side = 0
4:2/0 = 0
4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:2/0/physics_layer_0/angular_velocity = 0.0
5:2/next_alternative_id = 2
5:2/0 = 0
5:2/0/terrain_set = 0
5:2/0/terrain = 0
5:2/0/probability = 0.0
5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:2/0/physics_layer_0/angular_velocity = 0.0
5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
5:2/0/terrains_peering_bit/bottom_side = 0
5:2/0/terrains_peering_bit/bottom_left_corner = 0
@@ -237,8 +193,6 @@ texture_region_size = Vector2i(32, 32)
5:2/1/terrain_set = 0
5:2/1/terrain = 0
5:2/1/probability = 0.0
5:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
5:2/1/physics_layer_0/angular_velocity = 0.0
5:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
5:2/1/terrains_peering_bit/right_side = 0
5:2/1/terrains_peering_bit/bottom_right_corner = 0
@@ -247,18 +201,12 @@ texture_region_size = Vector2i(32, 32)
5:2/1/terrains_peering_bit/top_right_corner = 0
6:2/next_alternative_id = 2
6:2/0 = 0
6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:2/0/physics_layer_0/angular_velocity = 0.0
6:2/1 = 1
6:2/1/flip_h = true
6:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
6:2/1/physics_layer_0/angular_velocity = 0.0
2:3/next_alternative_id = 3
2:3/0 = 0
2:3/0/terrain_set = 0
2:3/0/terrain = 0
2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:3/0/physics_layer_0/angular_velocity = 0.0
2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
2:3/0/terrains_peering_bit/right_side = 0
2:3/0/terrains_peering_bit/bottom_right_corner = 0
@@ -271,8 +219,6 @@ texture_region_size = Vector2i(32, 32)
2:3/1/flip_h = true
2:3/1/terrain_set = 0
2:3/1/terrain = 0
2:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
2:3/1/physics_layer_0/angular_velocity = 0.0
2:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
2:3/1/terrains_peering_bit/right_side = 0
2:3/1/terrains_peering_bit/bottom_right_corner = 0
@@ -284,8 +230,6 @@ texture_region_size = Vector2i(32, 32)
3:3/0 = 0
3:3/0/terrain_set = 0
3:3/0/terrain = 0
3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:3/0/physics_layer_0/angular_velocity = 0.0
3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
3:3/0/terrains_peering_bit/right_side = 0
3:3/0/terrains_peering_bit/bottom_right_corner = 0
@@ -296,8 +240,6 @@ texture_region_size = Vector2i(32, 32)
4:3/0/terrain_set = 0
4:3/0/terrain = 0
4:3/0/probability = 0.0
4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:3/0/physics_layer_0/angular_velocity = 0.0
4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
4:3/0/terrains_peering_bit/right_side = 0
4:3/0/terrains_peering_bit/bottom_right_corner = 0
@@ -308,8 +250,6 @@ texture_region_size = Vector2i(32, 32)
5:3/0/terrain_set = 0
5:3/0/terrain = 0
5:3/0/probability = 0.25
5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:3/0/physics_layer_0/angular_velocity = 0.0
5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
5:3/0/terrains_peering_bit/right_side = 0
5:3/0/terrains_peering_bit/bottom_right_corner = 0