summaryrefslogtreecommitdiff
path: root/doc/classes/ProjectSettings.xml
diff options
context:
space:
mode:
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r--doc/classes/ProjectSettings.xml115
1 files changed, 71 insertions, 44 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index e8e8ca3725..1145798240 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -283,6 +283,7 @@
</member>
<member name="audio/driver/enable_input" type="bool" setter="" getter="" default="false">
If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
+ [b]Note:[/b] If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows 10 and later, make sure that apps are allowed to access the microphone in the OS' privacy settings.
</member>
<member name="audio/driver/mix_rate" type="int" setter="" getter="" default="44100">
The mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system.
@@ -497,6 +498,12 @@
<member name="debug/shapes/navigation/enable_geometry_face_random_color" type="bool" setter="" getter="" default="true">
If enabled, colorizes each navigation mesh polygon face with a random color when "Visible Navigation" is enabled in the Debug menu.
</member>
+ <member name="debug/shapes/navigation/enable_link_connections" type="bool" setter="" getter="" default="true">
+ If enabled, displays navigation link connections when "Visible Navigation" is enabled in the Debug menu.
+ </member>
+ <member name="debug/shapes/navigation/enable_link_connections_xray" type="bool" setter="" getter="" default="true">
+ If enabled, displays navigation link connections through geometry when "Visible Navigation" is enabled in the Debug menu.
+ </member>
<member name="debug/shapes/navigation/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)">
Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
@@ -512,6 +519,12 @@
<member name="debug/shapes/navigation/geometry_face_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 0.4)">
Color to display disabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
+ <member name="debug/shapes/navigation/link_connection_color" type="Color" setter="" getter="" default="Color(1, 0.5, 1, 1)">
+ Color to use to display navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu.
+ </member>
+ <member name="debug/shapes/navigation/link_connection_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)">
+ Color to use to display disabled navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu.
+ </member>
<member name="debug/shapes/paths/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)">
Color of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu.
</member>
@@ -544,6 +557,9 @@
<member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true">
If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
</member>
+ <member name="display/window/per_pixel_transparency/allowed" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], allows per-pixel transparency for the window background. This affects performance, so leave it on [code]false[/code] unless you need it.
+ </member>
<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
Forces the main window to be always on top.
[b]Note:[/b] This setting is ignored on iOS, Android, and Web.
@@ -1439,12 +1455,18 @@
<member name="navigation/2d/default_edge_connection_margin" type="int" setter="" getter="" default="1">
Default edge connection margin for 2D navigation maps. See [method NavigationServer2D.map_set_edge_connection_margin].
</member>
+ <member name="navigation/2d/default_link_connection_radius" type="int" setter="" getter="" default="4">
+ Default link connection radius for 2D navigation maps. See [method NavigationServer2D.map_set_link_connection_radius].
+ </member>
<member name="navigation/3d/default_cell_size" type="float" setter="" getter="" default="0.25">
Default cell size for 3D navigation maps. See [method NavigationServer3D.map_set_cell_size].
</member>
<member name="navigation/3d/default_edge_connection_margin" type="float" setter="" getter="" default="0.25">
Default edge connection margin for 3D navigation maps. See [method NavigationServer3D.map_set_edge_connection_margin].
</member>
+ <member name="navigation/3d/default_link_connection_radius" type="float" setter="" getter="" default="1.0">
+ Default link connection radius for 3D navigation maps. See [method NavigationServer3D.map_set_link_connection_radius].
+ </member>
<member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="32768">
Maximum number of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
</member>
@@ -1807,6 +1829,55 @@
<member name="rendering/lightmapping/probe_capture/update_speed" type="float" setter="" getter="" default="15">
The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.
</member>
+ <member name="rendering/lights_and_shadows/directional_shadow/16_bits" type="bool" setter="" getter="" default="true">
+ Use 16 bits for shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
+ </member>
+ <member name="rendering/lights_and_shadows/directional_shadow/size" type="int" setter="" getter="" default="4096">
+ The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.
+ </member>
+ <member name="rendering/lights_and_shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
+ Lower-end override for [member rendering/lights_and_shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
+ </member>
+ <member name="rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2">
+ Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
+ [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
+ [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
+ </member>
+ <member name="rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0">
+ Lower-end override for [member rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
+ </member>
+ <member name="rendering/lights_and_shadows/positional_shadow/atlas_16_bits" type="bool" setter="" getter="" default="true">
+ Use 16 bits for shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
+ </member>
+ <member name="rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv" type="int" setter="" getter="" default="2">
+ Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
+ </member>
+ <member name="rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv" type="int" setter="" getter="" default="2">
+ Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
+ </member>
+ <member name="rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv" type="int" setter="" getter="" default="3">
+ Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
+ </member>
+ <member name="rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv" type="int" setter="" getter="" default="4">
+ Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
+ </member>
+ <member name="rendering/lights_and_shadows/positional_shadow/atlas_size" type="int" setter="" getter="" default="4096">
+ Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
+ </member>
+ <member name="rendering/lights_and_shadows/positional_shadow/atlas_size.mobile" type="int" setter="" getter="" default="2048">
+ Lower-end override for [member rendering/lights_and_shadows/positional_shadow/atlas_size] on mobile devices, due to performance concerns or driver support.
+ </member>
+ <member name="rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2">
+ Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
+ [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
+ [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
+ </member>
+ <member name="rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0">
+ Lower-end override for [member rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
+ </member>
+ <member name="rendering/lights_and_shadows/use_physical_light_units" type="bool" setter="" getter="" default="false">
+ Enables the use of physically based units for light sources. Physically based units tend to be much larger than the arbitrary units used by Godot, but they can be used to match lighting within Godot to real-world lighting. Due to the large dynamic range of lighting conditions present in nature, Godot bakes exposure into the various lighting quantities before rendering. Most light sources bake exposure automatically at run time based on the active [CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a [CameraAttributes] resource to be set at bake time to reduce the dynamic range. At run time, Godot will automatically reconcile the baked exposure with the active exposure to ensure lighting remains consistent.
+ </member>
<member name="rendering/limits/cluster_builder/max_clustered_elements" type="float" setter="" getter="" default="512">
</member>
<member name="rendering/limits/forward_renderer/threaded_render_minimum_instances" type="int" setter="" getter="" default="500">
@@ -1901,50 +1972,6 @@
<member name="rendering/shading/overrides/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/shading/overrides/force_vertex_shading] on mobile devices, due to performance concerns or driver support.
</member>
- <member name="rendering/shadows/directional_shadow/16_bits" type="bool" setter="" getter="" default="true">
- </member>
- <member name="rendering/shadows/directional_shadow/size" type="int" setter="" getter="" default="4096">
- The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.
- </member>
- <member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
- Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
- </member>
- <member name="rendering/shadows/directional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2">
- Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
- [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
- [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
- </member>
- <member name="rendering/shadows/directional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0">
- Lower-end override for [member rendering/shadows/directional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
- </member>
- <member name="rendering/shadows/positional_shadow/atlas_16_bits" type="bool" setter="" getter="" default="true">
- </member>
- <member name="rendering/shadows/positional_shadow/atlas_quadrant_0_subdiv" type="int" setter="" getter="" default="2">
- Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- </member>
- <member name="rendering/shadows/positional_shadow/atlas_quadrant_1_subdiv" type="int" setter="" getter="" default="2">
- Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- </member>
- <member name="rendering/shadows/positional_shadow/atlas_quadrant_2_subdiv" type="int" setter="" getter="" default="3">
- Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- </member>
- <member name="rendering/shadows/positional_shadow/atlas_quadrant_3_subdiv" type="int" setter="" getter="" default="4">
- Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- </member>
- <member name="rendering/shadows/positional_shadow/atlas_size" type="int" setter="" getter="" default="4096">
- Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
- </member>
- <member name="rendering/shadows/positional_shadow/atlas_size.mobile" type="int" setter="" getter="" default="2048">
- Lower-end override for [member rendering/shadows/positional_shadow/atlas_size] on mobile devices, due to performance concerns or driver support.
- </member>
- <member name="rendering/shadows/positional_shadow/soft_shadow_filter_quality" type="int" setter="" getter="" default="2">
- Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
- [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance].
- [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
- </member>
- <member name="rendering/shadows/positional_shadow/soft_shadow_filter_quality.mobile" type="int" setter="" getter="" default="0">
- Lower-end override for [member rendering/shadows/positional_shadow/soft_shadow_filter_quality] on mobile devices, due to performance concerns or driver support.
- </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>