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author | Rémi Verschelde <rverschelde@gmail.com> | 2019-10-25 23:14:26 +0200 |
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committer | GitHub <noreply@github.com> | 2019-10-25 23:14:26 +0200 |
commit | 6a74113150ab565ba11900417e61344794548a12 (patch) | |
tree | b7455e58a229c05b9efabaa59820ab543abbb5e5 | |
parent | c96ee7605c6c8a0c15609ee96af99c9965b863ab (diff) | |
parent | a57c2652662a80833b37f35fc0574f701293a630 (diff) |
Merge pull request #33074 from Calinou/doc-projectsettings-override
Document `override.cfg` behavior in the ProjectSettings class
-rw-r--r-- | doc/classes/ProjectSettings.xml | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 9657982016..fa735b8918 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -6,6 +6,7 @@ <description> Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options. When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog. + [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. </description> <tutorials> </tutorials> @@ -201,6 +202,7 @@ </member> <member name="application/config/project_settings_override" type="String" setter="" getter="" default=""""> Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. + [b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings (see this class' description at the top). </member> <member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false"> If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code]. |