Tweak property hints for SoftBody3D mass and SkeletonModification2DJiggle

Masses in Godot are specified in kilograms.
This also fixes the SoftBody3D mass being limited to increments of 1 kg,
now allowing adjustments to the nearest gram.
This commit is contained in:
Hugo Locurcio
2025-07-18 22:52:20 +02:00
parent 79603b2f28
commit 3e7eb5c9dc
2 changed files with 2 additions and 2 deletions

View File

@@ -122,7 +122,7 @@ void SkeletonModification2DJiggle::_get_property_list(List<PropertyInfo> *p_list
if (jiggle_data_chain[i].override_defaults) {
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "stiffness", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "mass", PROPERTY_HINT_RANGE, "0, 1000, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "mass", PROPERTY_HINT_RANGE, "0.001,1000,0.001,or_greater,exp,suffix:kg", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, base_string + "damping", PROPERTY_HINT_RANGE, "0, 1, 0.01", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::BOOL, base_string + "use_gravity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (jiggle_data_chain[i].use_gravity) {