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-rw-r--r--doc/classes/ProjectSettings.xml7
1 files changed, 3 insertions, 4 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 5bcd39a8d6..196fcbfaaa 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -374,11 +374,10 @@
Default orientation on mobile devices.
</member>
<member name="display/window/per_pixel_transparency/allowed" type="bool" setter="" getter="">
- If [code]true[/code], allows per-pixel transparency in a desktop window. This affects performance if not needed, so leave it on [code]false[/code] unless you need it.
+ If [code]true[/code], allows per-pixel transparency in a desktop window. This affects performance, so leave it on [code]false[/code] unless you need it.
</member>
<member name="display/window/per_pixel_transparency/enabled" type="bool" setter="" getter="">
- </member>
- <member name="display/window/per_pixel_transparency/splash" type="bool" setter="" getter="">
+ Set the window background to transparent when it starts.
</member>
<member name="display/window/size/always_on_top" type="bool" setter="" getter="">
Force the window to be always on top.
@@ -723,7 +722,7 @@
Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
</member>
<member name="rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="">
- Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913][/url] for details.
+ Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms.
</member>
<member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="">