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-rw-r--r--doc/classes/ProjectSettings.xml17
1 files changed, 9 insertions, 8 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 4516fc522a..3b7356ab39 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -182,7 +182,7 @@
Name of the project. It is used from both project manager and by the exporters. Overriding this as name.locale allows setting it in multiple languages.
</member>
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="">
- Allow the project to save to it's own custom user dir (in AppData on windows or ~/.config on unixes). This setting only works for desktop exporters. A name must be set in the "custom_user_dir_name" setting for this to take effect.
+ Allow the project to save to its own custom user dir (in AppData on windows or ~/.config on unixes). This setting only works for desktop exporters. A name must be set in the "custom_user_dir_name" setting for this to take effect.
</member>
<member name="application/run/disable_stderr" type="bool" setter="" getter="">
Disable printing to stderr on exported build.
@@ -213,6 +213,8 @@
<member name="audio/mix_rate" type="int" setter="" getter="">
Mix rate used for audio. In general, it's better to not touch this and leave it to the host operating system.
</member>
+ <member name="audio/output_latency" type="int" setter="" getter="">
+ </member>
<member name="audio/video_delay_compensation_ms" type="int" setter="" getter="">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
</member>
@@ -230,6 +232,8 @@
</member>
<member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="">
</member>
+ <member name="debug/gdscript/completion/autocomplete_setters_and_getters" type="bool" setter="" getter="">
+ </member>
<member name="debug/gdscript/warnings/constant_used_as_function" type="bool" setter="" getter="">
</member>
<member name="debug/gdscript/warnings/deprecated_keyword" type="bool" setter="" getter="">
@@ -372,7 +376,7 @@
<member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="">
Timer setting for incremental search in Tree, IntemList, etc. controls.
</member>
- <member name="gui/timers/text_edit_idle_detect_sec" type="int" setter="" getter="">
+ <member name="gui/timers/text_edit_idle_detect_sec" type="float" setter="" getter="">
Timer for detecting idle in the editor.
</member>
<member name="input/ui_accept" type="Dictionary" setter="" getter="">
@@ -604,9 +608,6 @@
<member name="network/limits/packet_peer_stream/max_buffer_po2" type="int" setter="" getter="">
Default size of packet peer stream for deserializing godot data. Over this size, data is dropped.
</member>
- <member name="network/remote_fs/max_pages" type="int" setter="" getter="">
- Maximum amount of pages used for remote filesystem (used by debugging).
- </member>
<member name="network/remote_fs/page_read_ahead" type="int" setter="" getter="">
Amount of read ahead used by remote filesystem. Improves latency.
</member>
@@ -652,7 +653,7 @@
<member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="">
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not mesh themselves.
</member>
- <member name="rendering/limits/time/time_rollover_secs" type="int" setter="" getter="">
+ <member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="">
Shaders have a time variable that constantly increases. At some point it needs to be rolled back to zero to avoid numerical errors on shader animations. This setting specifies when.
</member>
<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="">
@@ -691,7 +692,7 @@
<member name="rendering/quality/reflections/high_quality_ggx.mobile" type="bool" setter="" getter="">
</member>
<member name="rendering/quality/reflections/texture_array_reflections" type="bool" setter="" getter="">
- For reflection probes and panorama backgrounds (sky), use a texure array instead of mipmaps. This reduces jitter noise on reflections, but costs more performance and memory.
+ For reflection probes and panorama backgrounds (sky), use a texture array instead of mipmaps. This reduces jitter noise on reflections, but costs more performance and memory.
</member>
<member name="rendering/quality/reflections/texture_array_reflections.mobile" type="bool" setter="" getter="">
</member>
@@ -704,7 +705,7 @@
<member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="">
</member>
<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="">
- Force vertex shading for all rendering. This can increase performance a lot, but also reduces quality inmensely. Can work to optimize on very low end mobile.
+ Force vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can work to optimize on very low end mobile.
</member>
<member name="rendering/quality/shading/force_vertex_shading.mobile" type="bool" setter="" getter="">
</member>