diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 55 |
1 files changed, 51 insertions, 4 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 96d71db383..e856d1ea9c 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -96,7 +96,21 @@ <argument index="0" name="path" type="String"> </argument> <description> - Converts a localized path ([code]res://[/code]) to a full native OS path. + 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=https://docs.godotengine.org/en/latest/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 = "" + if OS.has_feature("editor"): + # Running from an editor binary. + # `path` will contain the absolute path to `hello.txt` located in the project root. + path = ProjectSettings.globalize_path("res://hello.txt") + else: + # Running from an exported project. + # `path` will contain the absolute path to `hello.txt` next to the executable. + # This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path, + # but is close enough in spirit. + path = OS.get_executable_path().get_base_dir().plus_file("hello.txt") + [/codeblock] </description> </method> <method name="has_setting" qualifiers="const"> @@ -129,7 +143,7 @@ <argument index="0" name="path" type="String"> </argument> <description> - Convert a path to a localized path ([code]res://[/code] path). + Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [code]path[/code]. See also [method globalize_path]. </description> </method> <method name="property_can_revert"> @@ -255,6 +269,14 @@ <member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false"> If [code]true[/code], disables printing to standard output in an exported build. </member> + <member name="application/run/flush_stdout_on_print" type="bool" setter="" getter="" default="false"> + If [code]true[/code], flushes the standard output stream every time a line is printed. This affects both terminal logging and file logging. + When running a project, this setting must be enabled if you want logs to be collected by service managers such as systemd/journalctl. This setting is disabled by default on release builds, since flushing on every printed line will negatively affect performance if lots of lines are printed in a rapid succession. Also, if this setting is enabled, logged files will still be written successfully if the application crashes or is otherwise killed by the user (without being closed "normally"). + [b]Note:[/b] Regardless of this setting, the standard error stream ([code]stderr[/code]) is always flushed when a line is printed to it. + </member> + <member name="application/run/flush_stdout_on_print.debug" type="bool" setter="" getter="" default="true"> + Debug build override for [member application/run/flush_stdout_on_print], as performance is less important during debugging. + </member> <member name="application/run/frame_delay_msec" type="int" setter="" getter="" default="0"> Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization. </member> @@ -453,6 +475,9 @@ <member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true"> If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms. </member> + <member name="display/window/force_right_to_left_layout_direction" type="bool" setter="" getter="" default="false"> + Force layout direction and text writing direction to RTL for all locales. + </member> <member name="display/window/handheld/orientation" type="String" setter="" getter="" default=""landscape""> Default orientation on mobile devices. </member> @@ -491,6 +516,9 @@ <member name="display/window/tablet_driver" type="String" setter="" getter=""> Specifies the tablet driver to use. If left empty, the default driver will be used. </member> + <member name="display/window/text_name" type="String" setter="" getter="" default=""""> + Specifies the [TextServer] to use. If left empty, the default will be used. + </member> <member name="display/window/vsync/use_vsync" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5). </member> @@ -1064,6 +1092,10 @@ </member> <member name="rendering/quality/2d/snap_2d_vertices_to_pixel" type="bool" setter="" getter="" default="false"> </member> + <member name="rendering/quality/2d_sdf/oversize" type="int" setter="" getter="" default="1"> + </member> + <member name="rendering/quality/2d_sdf/scale" type="int" setter="" getter="" default="1"> + </member> <member name="rendering/quality/2d_shadow_atlas/size" type="int" setter="" getter="" default="2048"> </member> <member name="rendering/quality/depth_of_field/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="2"> @@ -1208,11 +1240,26 @@ <member name="rendering/quality/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0"> Lower-end override for [member rendering/quality/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/quality/ssao/adaptive_target" type="float" setter="" getter="" default="0.5"> + Quality target to use when [member rendering/quality/ssao/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. + </member> + <member name="rendering/quality/ssao/blur_passes" type="int" setter="" getter="" default="2"> + Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail. + </member> + <member name="rendering/quality/ssao/fadeout_from" type="float" setter="" getter="" default="50.0"> + Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances. + </member> + <member name="rendering/quality/ssao/fadeout_to" type="float" setter="" getter="" default="300.0"> + Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances. + </member> <member name="rendering/quality/ssao/half_size" type="bool" setter="" getter="" default="false"> If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. </member> - <member name="rendering/quality/ssao/quality" type="int" setter="" getter="" default="1"> - Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. + <member name="rendering/quality/ssao/half_size.mobile" type="bool" setter="" getter="" default="true"> + Lower-end override for [member rendering/quality/ssao/half_size] on mobile devices, due to performance concerns. + </member> + <member name="rendering/quality/ssao/quality" type="int" setter="" getter="" default="2"> + Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/quality/ssao/adaptive_target] setting. </member> <member name="rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01"> Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth. |