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-rw-r--r--doc/classes/ProjectSettings.xml55
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="&quot;landscape&quot;">
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="&quot;&quot;">
+ 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.