diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp index 8cacc0fce7e..e96cac170b8 100644 --- a/scene/resources/world_2d.cpp +++ b/scene/resources/world_2d.cpp @@ -373,7 +373,15 @@ World2D::World2D() { Physics2DServer::get_singleton()->space_set_active(space,true); Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY,GLOBAL_DEF("physics_2d/default_gravity",98)); Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY_VECTOR,GLOBAL_DEF("physics_2d/default_gravity_vector",Vector2(0,1))); - Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_LINEAR_DAMP,GLOBAL_DEF("physics_2d/default_density",0.1)); + // TODO: Remove this deprecation warning and compatibility code for 2.2 or 3.0 + if (Globals::get_singleton()->get("physics_2d/default_density") && !Globals::get_singleton()->get("physics_2d/default_linear_damp)")) { + WARN_PRINT("Deprecated parameter 'physics_2d/default_density'. It was renamed to 'physics_2d/default_linear_damp', adjusting your project settings accordingly (make sure to adjust scripts that potentially rely on 'physics_2d/default_density'."); + Globals::get_singleton()->set("physics_2d/default_linear_damp", Globals::get_singleton()->get("physics_2d/default_density")); + Globals::get_singleton()->set_persisting("physics_2d/default_linear_damp", true); + Globals::get_singleton()->set_persisting("physics_2d/default_density", false); + Globals::get_singleton()->save(); + } + Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_LINEAR_DAMP,GLOBAL_DEF("physics_2d/default_linear_damp",0.1)); Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_ANGULAR_DAMP,GLOBAL_DEF("physics_2d/default_angular_damp",1)); Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS,1.0); Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION,1.5);