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authorRémi Verschelde <rverschelde@gmail.com>2019-06-11 10:51:10 +0200
committerRémi Verschelde <rverschelde@gmail.com>2019-06-11 10:51:10 +0200
commitc7246d8e1e1b2bbf74d2df3526772dcfb24c8378 (patch)
tree78837afa455ac936285b310f991bbc79246c71b2 /doc/classes/ProjectSettings.xml
parent629bc10d80414570d18e0d918e59a116cb68dced (diff)
makerst: Fix format of [url] links in reST
Moved some logic to make_url in an attempt to reuse it in the parser, but it proved too complex so I ended up not using it. I kept it as a separate method nevertheless.
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r--doc/classes/ProjectSettings.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 5bcd39a8d6..460db5e792 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -723,7 +723,7 @@
Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
</member>
<member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="">
- Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913][/url] for details.
+ Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms.
</member>
<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="">