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authorHugo Locurcio <hugo.locurcio@hugo.pro>2020-01-10 14:47:27 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2020-01-10 15:26:47 +0100
commit74ae1ca61648004a4a3ca5d32d760d422f941600 (patch)
tree5914a60035457899d2b81a84f919421a081903af
parentf8da87c763e8097ddb4184f4213325c3e532b0fe (diff)
Improve the `OS.is_debug_build()` documentation
-rw-r--r--doc/classes/OS.xml6
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index 3550ef6b5f..2236c42094 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -613,9 +613,9 @@
<return type="bool">
</return>
<description>
- Returns [code]true[/code] if the build is a debug build.
- Returns [code]true[/code] when running in the editor.
- Returns [code]false[/code] if the build is a release build.
+ Returns [code]true[/code] if the Godot binary used to run the project is a [i]debug[/i] export template, or when running in the editor.
+ Returns [code]false[/code] if the Godot binary used to run the project is a [i]release[/i] export template.
+ To check whether the Godot binary used to run the project is an export template (debug or release), use [code]OS.has_feature("standalone")[/code] instead.
</description>
</method>
<method name="is_ok_left_and_cancel_right" qualifiers="const">