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-rw-r--r--doc/classes/ProjectSettings.xml64
1 files changed, 39 insertions, 25 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 73899daaea..1847a316e1 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -226,7 +226,7 @@
</method>
</methods>
<members>
- <member name="application/boot_splash/bg_color" type="Color" setter="" getter="" default="Color( 0.14, 0.14, 0.14, 1 )">
+ <member name="application/boot_splash/bg_color" type="Color" setter="" getter="" default="Color(0.14, 0.14, 0.14, 1)">
Background color for the boot splash.
</member>
<member name="application/boot_splash/fullsize" type="bool" setter="" getter="" default="true">
@@ -266,10 +266,12 @@
Icon set in [code].ico[/code] format used on Windows to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon].
</member>
<member name="application/run/disable_stderr" type="bool" setter="" getter="" default="false">
- If [code]true[/code], disables printing to standard error in an exported build.
+ If [code]true[/code], disables printing to standard error. If [code]true[/code], this also hides error and warning messages printed by [method @GlobalScope.push_error] and [method @GlobalScope.push_warning]. See also [member application/run/disable_stdout].
+ Changes to this setting will only be applied upon restarting the application.
</member>
<member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false">
- If [code]true[/code], disables printing to standard output in an exported build.
+ If [code]true[/code], disables printing to standard output. This is equivalent to starting the editor or project with the [code]--quiet[/code] command line argument. See also [member application/run/disable_stderr].
+ Changes to this setting will only be applied upon restarting the application.
</member>
<member name="application/run/flush_stdout_on_print" type="bool" setter="" getter="" default="false">
If [code]true[/code], flushes the standard output stream every time a line is printed. This affects both terminal logging and file logging.
@@ -309,7 +311,7 @@
If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
</member>
<member name="audio/driver/mix_rate" type="int" setter="" getter="" default="44100">
- Mixing rate used for audio. In general, it's better to not touch this and leave it to the host operating system.
+ 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.
</member>
<member name="audio/driver/output_latency" type="int" setter="" getter="" default="15">
Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.
@@ -461,7 +463,7 @@
<member name="debug/settings/visual_script/max_call_stack" type="int" setter="" getter="" default="1024">
Maximum call stack in visual scripting, to avoid infinite recursion.
</member>
- <member name="debug/shapes/collision/contact_color" type="Color" setter="" getter="" default="Color( 1, 0.2, 0.1, 0.8 )">
+ <member name="debug/shapes/collision/contact_color" type="Color" setter="" getter="" default="Color(1, 0.2, 0.1, 0.8)">
Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
<member name="debug/shapes/collision/draw_2d_outlines" type="bool" setter="" getter="" default="true">
@@ -470,22 +472,22 @@
<member name="debug/shapes/collision/max_contacts_displayed" type="int" setter="" getter="" default="10000">
Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
- <member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color( 0, 0.6, 0.7, 0.42 )">
+ <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/disabled_geometry_color" type="Color" setter="" getter="" default="Color( 1, 0.7, 0.1, 0.4 )">
+ <member name="debug/shapes/navigation/disabled_geometry_color" type="Color" setter="" getter="" default="Color(1, 0.7, 0.1, 0.4)">
Color of the disabled navigation geometry, visible 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 )">
+ <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>
<member name="display/mouse_cursor/custom_image" type="String" setter="" getter="" default="&quot;&quot;">
Custom image for the mouse cursor (limited to 256×256).
</member>
- <member name="display/mouse_cursor/custom_image_hotspot" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )">
+ <member name="display/mouse_cursor/custom_image_hotspot" type="Vector2" setter="" getter="" default="Vector2(0, 0)">
Hotspot for the custom mouse cursor image.
</member>
- <member name="display/mouse_cursor/tooltip_position_offset" type="Vector2" setter="" getter="" default="Vector2( 10, 10 )">
+ <member name="display/mouse_cursor/tooltip_position_offset" type="Vector2" setter="" getter="" default="Vector2(10, 10)">
Position offset for tooltips, relative to the mouse cursor's hotspot.
</member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="false">
@@ -551,7 +553,7 @@
prime-run %command%
[/codeblock]
</member>
- <member name="editor/script/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray( &quot;gd&quot;, &quot;shader&quot; )">
+ <member name="editor/script/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray(&quot;gd&quot;, &quot;gdshader&quot;)">
Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
</member>
<member name="editor/script/templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">
@@ -703,6 +705,8 @@
</member>
<member name="input/ui_text_completion_query" type="Dictionary" setter="" getter="">
</member>
+ <member name="input/ui_text_completion_replace" type="Dictionary" setter="" getter="">
+ </member>
<member name="input/ui_text_dedent" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_text_delete" type="Dictionary" setter="" getter="">
@@ -737,6 +741,8 @@
If no selection is currently active, selects the word currently under the caret in text fields. If a selection is currently active, deselects the current selection.
[b]Note:[/b] Currently, this is only implemented in [TextEdit], not [LineEdit].
</member>
+ <member name="input/ui_text_submit" type="Dictionary" setter="" getter="">
+ </member>
<member name="input/ui_text_toggle_insert_mode" type="Dictionary" setter="" getter="">
</member>
<member name="input/ui_undo" type="Dictionary" setter="" getter="">
@@ -1137,8 +1143,6 @@
<member name="layer_names/3d_render/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 9. If left empty, the layer will display as "Layer 9".
</member>
- <member name="memory/limits/command_queue/multithreading_queue_size_kb" type="int" setter="" getter="" default="256">
- </member>
<member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="" default="4096">
Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.
</member>
@@ -1220,7 +1224,7 @@
[/csharp]
[/codeblocks]
</member>
- <member name="physics/2d/default_gravity_vector" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )">
+ <member name="physics/2d/default_gravity_vector" type="Vector2" setter="" getter="" default="Vector2(0, 1)">
The default gravity direction in 2D.
[b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
[codeblocks]
@@ -1272,7 +1276,7 @@
[/csharp]
[/codeblocks]
</member>
- <member name="physics/3d/default_gravity_vector" type="Vector3" setter="" getter="" default="Vector3( 0, -1, 0 )">
+ <member name="physics/3d/default_gravity_vector" type="Vector3" setter="" getter="" default="Vector3(0, -1, 0)">
The default gravity direction in 3D.
[b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
[codeblocks]
@@ -1311,7 +1315,8 @@
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.iterations_per_second] instead.
</member>
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
- Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
+ Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
+ [b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">
@@ -1363,7 +1368,7 @@
<member name="rendering/driver/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
- <member name="rendering/environment/defaults/default_clear_color" type="Color" setter="" getter="" default="Color( 0.3, 0.3, 0.3, 1 )">
+ <member name="rendering/environment/defaults/default_clear_color" type="Color" setter="" getter="" default="Color(0.3, 0.3, 0.3, 1)">
Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color].
</member>
<member name="rendering/environment/defaults/default_environment" type="String" setter="" getter="" default="&quot;&quot;">
@@ -1419,18 +1424,16 @@
</member>
<member name="rendering/global_illumination/gi/use_half_resolution" type="bool" setter="" getter="" default="false">
</member>
- <member name="rendering/global_illumination/gi_probes/anisotropic" type="bool" setter="" getter="" default="false">
- If [code]true[/code], take additional samples when rendering objects affected by a [GIProbe] to reduce artifacts from only sampling in one direction.
- </member>
- <member name="rendering/global_illumination/gi_probes/quality" type="int" setter="" getter="" default="1">
- Sets the number of cone samples taken when rendering objects affected by [GIProbe]s.
- </member>
<member name="rendering/global_illumination/sdfgi/frames_to_converge" type="int" setter="" getter="" default="4">
</member>
<member name="rendering/global_illumination/sdfgi/frames_to_update_lights" type="int" setter="" getter="" default="2">
</member>
<member name="rendering/global_illumination/sdfgi/probe_ray_count" type="int" setter="" getter="" default="1">
</member>
+ <member name="rendering/global_illumination/voxel_gi/anisotropic" type="bool" setter="" getter="" default="false">
+ </member>
+ <member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="1">
+ </member>
<member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="32">
</member>
<member name="rendering/lightmapping/bake_performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64">
@@ -1576,20 +1579,31 @@
<member name="rendering/textures/default_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used.
</member>
+ <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/lossless_compression/webp_compression_level" type="int" setter="" getter="" default="2">
+ The default compression level for lossless WebP. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. Supported values are 0 to 9. Note that compression levels above 6 are very slow and offer very little savings.
+ </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>
@@ -1603,8 +1617,8 @@
</member>
<member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64">
</member>
- <member name="world/2d/cell_size" type="int" setter="" getter="" default="100">
- Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels).
+ <member name="rendering/xr/enabled" type="bool" setter="" getter="" default="false">
+ If [code]true[/code], XR support is enabled in Godot, this ensures required shaders are compiled.
</member>
</members>
<constants>