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-rw-r--r--doc/classes/ProjectSettings.xml55
1 files changed, 37 insertions, 18 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 84df014fa4..e429759e93 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -408,8 +408,11 @@
<member name="debug/gdscript/warnings/incompatible_ternary" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a ternary operator may emit values with incompatible types.
</member>
- <member name="debug/gdscript/warnings/int_assigned_to_enum" type="int" setter="" getter="" default="1">
- When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to assign an integer to a variable that expects an enum value.
+ <member name="debug/gdscript/warnings/int_as_enum_without_cast" type="int" setter="" getter="" default="1">
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to use an integer as an enum without an explicit cast.
+ </member>
+ <member name="debug/gdscript/warnings/int_as_enum_without_match" type="int" setter="" getter="" default="1">
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to use an integer as an enum when there is no matching enum member for that numeric value.
</member>
<member name="debug/gdscript/warnings/integer_division" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when dividing an integer by another integer (the decimal part will be discarded).
@@ -423,6 +426,9 @@
<member name="debug/gdscript/warnings/redundant_await" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function that is not a coroutine is called with await.
</member>
+ <member name="debug/gdscript/warnings/renamed_in_godot_4_hint" type="bool" setter="" getter="" default="1">
+ When enabled, using a property, enum, or function that was renamed since Godot 3 will produce a hint if an error occurs.
+ </member>
<member name="debug/gdscript/warnings/return_value_discarded" type="int" setter="" getter="" default="0">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum.
</member>
@@ -471,6 +477,9 @@
<member name="debug/gdscript/warnings/unsafe_property_access" type="int" setter="" getter="" default="0">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when accessing a property whose presence is not guaranteed at compile-time in the class.
</member>
+ <member name="debug/gdscript/warnings/unsafe_void_return" type="int" setter="" getter="" default="0">
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when returning a call from a [code]void[/code] function when such call cannot be guaranteed to be also [code]void[/code].
+ </member>
<member name="debug/gdscript/warnings/unused_local_constant" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local constant is never used.
</member>
@@ -519,9 +528,21 @@
<member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color(0, 0.6, 0.7, 0.42)">
Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
+ <member name="debug/shapes/navigation/agent_path_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 1)">
+ Color to display enabled navigation agent paths when an agent has debug enabled.
+ </member>
+ <member name="debug/shapes/navigation/agent_path_point_size" type="float" setter="" getter="" default="4.0">
+ Rasterized size (pixel) used to render navigation agent path points when an agent has debug enabled.
+ </member>
<member name="debug/shapes/navigation/edge_connection_color" type="Color" setter="" getter="" default="Color(1, 0, 1, 1)">
Color to display edge connections between navigation regions, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
+ <member name="debug/shapes/navigation/enable_agent_paths" type="bool" setter="" getter="" default="true">
+ If enabled, displays navigation agent paths when an agent has debug enabled.
+ </member>
+ <member name="debug/shapes/navigation/enable_agent_paths_xray" type="bool" setter="" getter="" default="true">
+ If enabled, displays navigation agent paths through geometry when an agent has debug enabled.
+ </member>
<member name="debug/shapes/navigation/enable_edge_connections" type="bool" setter="" getter="" default="true">
If enabled, displays edge connections between navigation regions when "Visible Navigation" is enabled in the Debug menu.
</member>
@@ -698,10 +719,16 @@
<member name="editor/movie_writer/speaker_mode" type="int" setter="" getter="" default="0">
The speaker mode to use in the recorded audio when writing a movie. See [enum AudioServer.SpeakerMode] for possible values.
</member>
- <member name="editor/node_naming/name_casing" type="int" setter="" getter="" default="0">
+ <member name="editor/naming/default_signal_callback_name" type="String" setter="" getter="" default="&quot;_on_{node_name}_{signal_name}&quot;">
+ The format of the default signal callback name (in the Signal Connection Dialog). The following substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], and [code]{signal_name}[/code].
+ </member>
+ <member name="editor/naming/default_signal_callback_to_self_name" type="String" setter="" getter="" default="&quot;_on_{signal_name}&quot;">
+ The format of the default signal callback name when a signal connects to the same node that emits it (in the Signal Connection Dialog). The following substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], and [code]{signal_name}[/code].
+ </member>
+ <member name="editor/naming/node_name_casing" type="int" setter="" getter="" default="0">
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.
</member>
- <member name="editor/node_naming/name_num_separator" type="int" setter="" getter="" default="0">
+ <member name="editor/naming/node_name_num_separator" type="int" setter="" getter="" default="0">
What to use to separate node name from number. This is mostly an editor setting.
</member>
<member name="editor/run/main_run_args" type="String" setter="" getter="" default="&quot;&quot;">
@@ -1728,7 +1755,7 @@
[/gdscript]
[csharp]
// Set the default gravity strength to 980.
- PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.Gravity, 980);
+ PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, PhysicsServer2D.AreaParameter.Gravity, 980);
[/csharp]
[/codeblocks]
</member>
@@ -1742,7 +1769,7 @@
[/gdscript]
[csharp]
// Set the default gravity direction to `Vector2(0, 1)`.
- PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)
+ PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)
[/csharp]
[/codeblocks]
</member>
@@ -2276,20 +2303,12 @@
<member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
</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 (see [member application/config/use_hidden_project_data_directory]).
- </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 (see [member application/config/use_hidden_project_data_directory]).
- </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.
+ <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normalmaps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size).
[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 (see [member application/config/use_hidden_project_data_directory]).
</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.
+ <member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="" default="true">
+ If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC 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 (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="rendering/textures/webp_compression/compression_method" type="int" setter="" getter="" default="2">