From be3947f6a7288868ee0fb0c809aa365284ce22e3 Mon Sep 17 00:00:00 2001 From: David Rowe Date: Tue, 1 Oct 2019 11:16:15 +1300 Subject: [PATCH] Fix description of entity acceleraton property and deprecate --- libraries/entities/src/EntityItemProperties.cpp | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-) diff --git a/libraries/entities/src/EntityItemProperties.cpp b/libraries/entities/src/EntityItemProperties.cpp index 5437ceaab8..5cb5ddbbfa 100644 --- a/libraries/entities/src/EntityItemProperties.cpp +++ b/libraries/entities/src/EntityItemProperties.cpp @@ -706,15 +706,11 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const { * * @property {Vec3} gravity=0,0,0 - The acceleration due to gravity in m/s2 that the entity should move with, in * world coordinates. Use a value of { x: 0, y: -9.8, z: 0 } to simulate Earth's gravity. Gravity is applied - * to an entity's motion only if its dynamic property is true. The gravity value is - * applied in addition to the acceleration value. + * to an entity's motion only if its dynamic property is true. *

If changing an entity's gravity from {@link Vec3(0)|Vec3.ZERO}, you need to give it a small * velocity in order to kick off physics simulation.

- * @property {Vec3} acceleration=0,0,0 - A general acceleration in m/s2 that the entity should move with, in world - * coordinates. The acceleration is applied to an entity's motion only if its dynamic property is - * true. The acceleration value is applied in addition to the gravity value. - *

If changing an entity's acceleration from {@link Vec3(0)|Vec3.ZERO}, you need to give it a small - * velocity in order to kick off physics simulation.

+ * @property {Vec3} acceleration - The current, measured acceleration of the entity, in m/s2. + *

Deprecated: This property is deprecated and will be removed.

* @property {number} restitution=0.5 - The "bounciness" of an entity when it collides, range 0.0 – * 0.99. The higher the value, the more bouncy. * @property {number} friction=0.5 - How much an entity slows down when it's moving against another, range 0.0