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-rw-r--r--doc/classes/ProjectSettings.xml11
1 files changed, 11 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index ad95572bf1..2c28a297cf 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -307,6 +307,12 @@
<member name="audio/driver/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
</member>
+ <member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="1.0">
+ The base strength of the panning effect for all AudioStreamPlayer2D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength].
+ </member>
+ <member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="1.0">
+ The base strength of the panning effect for all AudioStreamPlayer3D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength].
+ </member>
<member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
</member>
@@ -1927,6 +1933,11 @@
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 (see [member application/config/use_hidden_project_data_directory]).
</member>
+ <member name="rendering/textures/vram_compression/minimum_size" type="int" setter="" getter="" default="512">
+ When a texture is detected as used in 3D in the editor, only enable VRAM compression if its size is greater than or equal to [code]minimum_size * minimum_size[/code] pixels. This is done to prevent reducing texture quality when it doesn't save much video memory, especially for pixel art.
+ For non-square textures, the pixel count is used. For example, with [member rendering/textures/vram_compression/minimum_size] set to [code]512[/code], a 512×512 texture will use VRAM compression, while 256×256 textures, 256×512 and 1024×64 textures will keep their existing compression mode (Lossless by default).
+ [b]Note:[/b] This project setting only affects textures that are detected to be used in 3D at a given time. Textures that were already imported will not be affected by changes to this setting. To force 3D detection to occur again, select a texture in the FileSystem dock, change its Detect 3D import option in the Import dock to [b]VRAM Compressed[/b] or [b]Basis Universal[/b] then click [b]Reimport[/b].
+ </member>
<member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/vulkan/rendering/back_end" type="int" setter="" getter="" default="0">