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authorHugo Locurcio <hugo.locurcio@hugo.pro>2019-10-25 21:48:35 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2019-10-25 21:54:38 +0200
commita57c2652662a80833b37f35fc0574f701293a630 (patch)
tree053cdd33b13dd5b55a69f1f021702dadba1638d7
parent96f92e5bfad26639e1c6af74e8872f049170a767 (diff)
Document `override.cfg` behavior in the ProjectSettings class
-rw-r--r--doc/classes/ProjectSettings.xml2
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="&quot;&quot;">
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].