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authorNinni Pipping <over999ships@gmail.com>2023-03-10 15:09:56 +0100
committerYuri Sizov <yuris@humnom.net>2023-03-30 19:26:05 +0200
commit1e948814845864ca5796d5ebddb985f509a33c8c (patch)
tree51b6addfeb15916c7ff8016c6731688bafbb8580 /doc
parentd6b36e800dfa8970c6bdeab2ed9a0e027e30068b (diff)
Exposing more project settings for documentation
(cherry picked from commit bd30847e5916f4ca8a855774cb32a160e690e71d)
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/ProjectSettings.xml40
-rw-r--r--doc/classes/SceneTree.xml4
2 files changed, 42 insertions, 2 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 4ea113e7b1..da5f02aebb 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -241,6 +241,9 @@
<member name="application/boot_splash/use_filter" type="bool" setter="" getter="" default="true">
If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
</member>
+ <member name="application/config/auto_accept_quit" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], the application automatically accepts quitting requests.
+ </member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default="&quot;&quot;">
This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
@@ -265,6 +268,9 @@
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information.
[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings.
</member>
+ <member name="application/config/quit_on_go_back" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
+ </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. If [member application/config/custom_user_dir_name] is empty, [code]&lt;OS user data directory&gt;/&lt;project name&gt;[/code] directory will be used. If [code]false[/code], the project will save user data to [code]&lt;OS user data directory&gt;/Godot/app_userdata/&lt;project name&gt;[/code].
See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Godot projects[/url]. This setting is only effective on desktop platforms.
@@ -305,6 +311,9 @@
<member name="application/run/low_processor_mode_sleep_usec" type="int" setter="" getter="" default="6900">
Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
</member>
+ <member name="application/run/main_loop_type" type="String" setter="" getter="" default="&quot;SceneTree&quot;">
+ The name of the type implementing the engine's main loop.
+ </member>
<member name="application/run/main_scene" type="String" setter="" getter="" default="&quot;&quot;">
Path to the main scene file that will be loaded when the project runs.
</member>
@@ -698,6 +707,15 @@
On desktop platforms, overrides the game's initial window width. See also [member display/window/size/window_height_override], [member display/window/size/viewport_width] and [member display/window/size/viewport_height].
[b]Note:[/b] By default, or when set to [code]0[/code], the initial window width is the viewport [member display/window/size/viewport_width]. This setting is ignored on iOS, Android, and Web.
</member>
+ <member name="display/window/stretch/aspect" type="String" setter="" getter="" default="&quot;keep&quot;">
+ </member>
+ <member name="display/window/stretch/mode" type="String" setter="" getter="" default="&quot;disabled&quot;">
+ </member>
+ <member name="display/window/stretch/scale" type="float" setter="" getter="" default="1.0">
+ </member>
+ <member name="display/window/subwindows/embed_subwindows" type="bool" setter="" getter="" default="true">
+ If [code]true[/code] subwindows are embedded in the main window.
+ </member>
<member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1">
Sets the V-Sync mode for the main game window.
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
@@ -712,6 +730,14 @@
Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files.
Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other.
</member>
+ <member name="editor/export/convert_text_resources_to_binary" type="bool" setter="" getter="" default="true">
+ If [code]true[/code] text resources are converted to binary format on export.
+ </member>
+ <member name="editor/import/reimport_missing_imported_files" type="bool" setter="" getter="" default="true">
+ </member>
+ <member name="editor/import/use_multiple_threads" type="bool" setter="" getter="" default="true">
+ If [code]true[/code] importing of resources is run on multiple threads.
+ </member>
<member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false">
If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate.
[b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the operating system or graphics driver forces V-Sync with no way for applications to disable it.
@@ -767,6 +793,10 @@
<member name="editor/script/templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">
Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
</member>
+ <member name="editor/version_control/autoload_on_startup" type="bool" setter="" getter="" default="false">
+ </member>
+ <member name="editor/version_control/plugin_name" type="String" setter="" getter="" default="&quot;&quot;">
+ </member>
<member name="filesystem/import/blender/enabled" type="bool" setter="" getter="" default="true">
If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 or later is required.
@@ -790,6 +820,8 @@
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
+ <member name="gui/common/snap_controls_to_pixels" type="bool" setter="" getter="" default="true">
+ </member>
<member name="gui/common/swap_cancel_ok" type="bool" setter="" getter="">
If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on Windows and UWP to follow interface conventions. [method DisplayServer.get_swap_cancel_ok] can be used to query whether buttons are swapped at run-time.
[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by [method DisplayServer.dialog_show].
@@ -797,6 +829,8 @@
<member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024">
Maximum undo/redo history size for [TextEdit] fields.
</member>
+ <member name="gui/fonts/dynamic_fonts/use_oversampling" type="bool" setter="" getter="" default="true">
+ </member>
<member name="gui/theme/custom" type="String" setter="" getter="" default="&quot;&quot;">
Path to a custom [Theme] resource file to use for the project ([code].theme[/code] or generic [code].tres[/code]/[code].res[/code] extension).
</member>
@@ -2312,6 +2346,12 @@
Lower-end override for [member rendering/shading/overrides/force_vertex_shading] on mobile devices, due to performance concerns or driver support.
[b]Note:[/b] This setting currently has no effect, as vertex shading is not implemented yet.
</member>
+ <member name="rendering/textures/canvas_textures/default_texture_filter" type="int" setter="" getter="" default="1">
+ The default texture filtering mode to use on [CanvasItem]s.
+ </member>
+ <member name="rendering/textures/canvas_textures/default_texture_repeat" type="int" setter="" getter="" default="0">
+ The default texture repeating mode to use on [CanvasItem]s.
+ </member>
<member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3">
The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
</member>
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 0466d6f281..2e72be5558 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -218,7 +218,7 @@
</methods>
<members>
<member name="auto_accept_quit" type="bool" setter="set_auto_accept_quit" getter="is_auto_accept_quit" default="true">
- If [code]true[/code], the application automatically accepts quitting.
+ If [code]true[/code], the application automatically accepts quitting requests.
For mobile platforms, see [member quit_on_go_back].
</member>
<member name="current_scene" type="Node" setter="set_current_scene" getter="get_current_scene">
@@ -249,7 +249,7 @@
- [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.
</member>
<member name="quit_on_go_back" type="bool" setter="set_quit_on_go_back" getter="is_quit_on_go_back" default="true">
- If [code]true[/code], the application quits automatically on going back (e.g. on Android).
+ If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
To handle 'Go Back' button when this option is disabled, use [constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST].
</member>
<member name="root" type="Window" setter="" getter="get_root">