diff options
-rw-r--r-- | doc/classes/BitMap.xml | 6 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 5 | ||||
-rw-r--r-- | editor/filesystem_dock.cpp | 17 |
3 files changed, 12 insertions, 16 deletions
diff --git a/doc/classes/BitMap.xml b/doc/classes/BitMap.xml index 27ead07e6f..83e598d2ba 100644 --- a/doc/classes/BitMap.xml +++ b/doc/classes/BitMap.xml @@ -71,6 +71,12 @@ <argument index="1" name="epsilon" type="float" default="2.0"> </argument> <description> + Creates an [Array] of polygons covering a rectangular portion of the bitmap. It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker (RDP) reduction of the number of vertices. Each polygon is described as a [PackedVector2Array] of its vertices. + To get polygons covering the whole bitmap, pass: + [codeblock] + Rect2(Vector2(), get_size()) + [/codeblock] + [code]epsilon[/code] is passed to RDP to control how accurately the polygons cover the bitmap: a lower [code]epsilon[/code] corresponds to more points in the polygons. </description> </method> <method name="set_bit"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 0591fa25f7..bf8bad3bbd 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1582,18 +1582,23 @@ </member> <member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. + [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor. </member> <member name="rendering/textures/vram_compression/import_etc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures. + [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor. </member> <member name="rendering/textures/vram_compression/import_etc2" type="bool" setter="" getter="" default="true"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the Vulkan renderer. + [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor. </member> <member name="rendering/textures/vram_compression/import_pvrtc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS. + [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor. </member> <member name="rendering/textures/vram_compression/import_s3tc" type="bool" setter="" getter="" default="true"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles. + [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor. </member> <member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64"> </member> diff --git a/editor/filesystem_dock.cpp b/editor/filesystem_dock.cpp index bd1aaf7611..6654bbabb9 100644 --- a/editor/filesystem_dock.cpp +++ b/editor/filesystem_dock.cpp @@ -2777,22 +2777,7 @@ FileSystemDock::FileSystemDock(EditorNode *p_editor) { // `KEY_MASK_CMD | KEY_C` conflicts with other editor shortcuts. ED_SHORTCUT("filesystem_dock/copy_path", TTR("Copy Path"), KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_C); ED_SHORTCUT("filesystem_dock/duplicate", TTR("Duplicate..."), KEY_MASK_CMD | KEY_D); - -#if defined(WINDOWS_ENABLED) - // TRANSLATORS: This string is only used on Windows, as it refers to the system trash - // as "Recycle Bin" instead of "Trash". Make sure to use the translation of "Recycle Bin" - // recommended by Microsoft for the target language. - ED_SHORTCUT("filesystem_dock/delete", TTR("Move to Recycle Bin"), KEY_DELETE); -#elif defined(OSX_ENABLED) - // TRANSLATORS: This string is only used on macOS, as it refers to the system trash - // as "Bin" instead of "Trash". Make sure to use the translation of "Bin" - // recommended by Apple for the target language. - ED_SHORTCUT("filesystem_dock/delete", TTR("Move to Bin"), KEY_DELETE); -#else - // TRANSLATORS: This string is only used on platforms other than Windows and macOS. - ED_SHORTCUT("filesystem_dock/delete", TTR("Move to Trash"), KEY_DELETE); -#endif - + ED_SHORTCUT("filesystem_dock/delete", TTR("Delete"), KEY_DELETE); ED_SHORTCUT("filesystem_dock/rename", TTR("Rename..."), KEY_F2); VBoxContainer *top_vbc = memnew(VBoxContainer); |