diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 17 |
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> |