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-rw-r--r--doc/classes/ProjectSettings.xml50
1 files changed, 25 insertions, 25 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 9df8d2df80..9dd41d270e 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -17,7 +17,7 @@
<methods>
<method name="add_property_info">
<return type="void" />
- <argument index="0" name="hint" type="Dictionary" />
+ <param index="0" name="hint" type="Dictionary" />
<description>
Adds a custom property info to a property. The dictionary must contain:
- [code]name[/code]: [String] (the property's name)
@@ -55,21 +55,21 @@
</method>
<method name="clear">
<return type="void" />
- <argument index="0" name="name" type="String" />
+ <param index="0" name="name" type="String" />
<description>
Clears the whole configuration (not recommended, may break things).
</description>
</method>
<method name="get_order" qualifiers="const">
<return type="int" />
- <argument index="0" name="name" type="String" />
+ <param index="0" name="name" type="String" />
<description>
Returns the order of a configuration value (influences when saved to the config file).
</description>
</method>
<method name="get_setting" qualifiers="const">
<return type="Variant" />
- <argument index="0" name="name" type="String" />
+ <param index="0" name="name" type="String" />
<description>
Returns the value of a setting.
[b]Example:[/b]
@@ -85,9 +85,9 @@
</method>
<method name="globalize_path" qualifiers="const">
<return type="String" />
- <argument index="0" name="path" type="String" />
+ <param index="0" name="path" type="String" />
<description>
- Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path].
+ Returns the absolute, native OS path corresponding to the localized [param path] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path].
[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project:
[codeblock]
var path = ""
@@ -106,39 +106,39 @@
</method>
<method name="has_setting" qualifiers="const">
<return type="bool" />
- <argument index="0" name="name" type="String" />
+ <param index="0" name="name" type="String" />
<description>
Returns [code]true[/code] if a configuration value is present.
</description>
</method>
<method name="load_resource_pack">
<return type="bool" />
- <argument index="0" name="pack" type="String" />
- <argument index="1" name="replace_files" type="bool" default="true" />
- <argument index="2" name="offset" type="int" default="0" />
+ <param index="0" name="pack" type="String" />
+ <param index="1" name="replace_files" type="bool" default="true" />
+ <param index="2" name="offset" type="int" default="0" />
<description>
- Loads the contents of the .pck or .zip file specified by [code]pack[/code] into the resource filesystem ([code]res://[/code]). Returns [code]true[/code] on success.
- [b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from [code]pack[/code] unless [code]replace_files[/code] is set to [code]false[/code].
- [b]Note:[/b] The optional [code]offset[/code] parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.
+ Loads the contents of the .pck or .zip file specified by [param pack] into the resource filesystem ([code]res://[/code]). Returns [code]true[/code] on success.
+ [b]Note:[/b] If a file from [param pack] shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from [param pack] unless [param replace_files] is set to [code]false[/code].
+ [b]Note:[/b] The optional [param offset] parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.
</description>
</method>
<method name="localize_path" qualifiers="const">
<return type="String" />
- <argument index="0" name="path" type="String" />
+ <param index="0" name="path" type="String" />
<description>
- Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [code]path[/code]. See also [method globalize_path].
+ Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [param path]. See also [method globalize_path].
</description>
</method>
<method name="property_can_revert">
<return type="bool" />
- <argument index="0" name="name" type="String" />
+ <param index="0" name="name" type="String" />
<description>
Returns [code]true[/code] if the specified property exists and its initial value differs from the current value.
</description>
</method>
<method name="property_get_revert">
<return type="Variant" />
- <argument index="0" name="name" type="String" />
+ <param index="0" name="name" type="String" />
<description>
Returns the specified property's initial value. Returns [code]null[/code] if the property does not exist.
</description>
@@ -152,31 +152,31 @@
</method>
<method name="save_custom">
<return type="int" enum="Error" />
- <argument index="0" name="file" type="String" />
+ <param index="0" name="file" type="String" />
<description>
Saves the configuration to a custom file. The file extension must be [code].godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/code] (to save in binary format). You can also save [code]override.cfg[/code] file, which is also text, but can be used in exported projects unlike other formats.
</description>
</method>
<method name="set_initial_value">
<return type="void" />
- <argument index="0" name="name" type="String" />
- <argument index="1" name="value" type="Variant" />
+ <param index="0" name="name" type="String" />
+ <param index="1" name="value" type="Variant" />
<description>
Sets the specified property's initial value. This is the value the property reverts to.
</description>
</method>
<method name="set_order">
<return type="void" />
- <argument index="0" name="name" type="String" />
- <argument index="1" name="position" type="int" />
+ <param index="0" name="name" type="String" />
+ <param index="1" name="position" type="int" />
<description>
Sets the order of a configuration value (influences when saved to the config file).
</description>
</method>
<method name="set_setting">
<return type="void" />
- <argument index="0" name="name" type="String" />
- <argument index="1" name="value" type="Variant" />
+ <param index="0" name="name" type="String" />
+ <param index="1" name="value" type="Variant" />
<description>
Sets the value of a setting.
[b]Example:[/b]
@@ -1974,7 +1974,7 @@
</member>
<member name="rendering/textures/default_filters/texture_mipmap_bias" type="float" setter="" getter="" default="0.0">
Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias.
- [b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code].
+ [b]Note:[/b] If [member rendering/scaling_3d/scale] is lower than [code]1.0[/code] (exclusive), [member rendering/textures/default_filters/texture_mipmap_bias] is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code].
[b]Note:[/b] This property is only read when the project starts. To change the mipmap LOD bias at run-time, set [member Viewport.texture_mipmap_bias] instead.
</member>
<member name="rendering/textures/default_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false">