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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-04-02 15:33:50 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-11-23 02:20:25 +0100
commit3f34832dbac5068689c260608e6eaa7012964a70 (patch)
treefe9626d2ea7bc39fa561c3ddc53ca5048b196703 /doc
parentdbef4bbd98b655d6f89601c9e44c679b373b3628 (diff)
Add a project setting to disable the boot splash image
This allows disabling the boot splash image while keeping the background color.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/ProjectSettings.xml10
1 files changed, 7 insertions, 3 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index cb26d8d445..6f22a53dd1 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -196,13 +196,17 @@
Background color for the boot splash.
</member>
<member name="application/boot_splash/fullsize" type="bool" setter="" getter="" default="true">
- If [code]true[/code], scale the boot splash image to the full window length when engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
+ If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
</member>
<member name="application/boot_splash/image" type="String" setter="" getter="" default="&quot;&quot;">
- Path to an image used as the boot splash.
+ Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead.
+ [b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code].
+ </member>
+ <member name="application/boot_splash/show_image" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], displays the image specified in [member application/boot_splash/image] when the engine starts. If [code]false[/code], only displays the plain color specified in [member application/boot_splash/bg_color].
</member>
<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).
+ 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/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 left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).