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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-06-16 20:48:41 +0200
committerGitHub <noreply@github.com>2020-06-16 20:48:41 +0200
commit93d79023adde71771a3046327846c3cd07c4e29e (patch)
tree5a9fef5c04883bc02191e6a3b223c4bf1dc70b1b /doc
parent60ba9914f3bed4de669c6aa5803765affe18b201 (diff)
parent03879a564a88cd37c4d07228c4f07083af6c31d0 (diff)
Merge pull request #39541 from Ev1lbl0w/feature/disable-rendering
Expose disable_render_loop property to GDScript
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/RenderingServer.xml5
1 files changed, 5 insertions, 0 deletions
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index d8be6d4bd7..516a16e053 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -17,6 +17,11 @@
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
</tutorials>
+ <members>
+ <member name="render_loop_enabled" type="bool" setter="set_render_loop_enabled" getter="is_render_loop_enabled" default="true">
+ If [code]false[/code], disables rendering completely, but the engine logic is still being processed. You can call [method force_draw] to draw a frame even with rendering disabled.
+ </member>
+ </members>
<methods>
<method name="black_bars_set_images">
<return type="void">