diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 642 |
1 files changed, 483 insertions, 159 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index a1e5e60b4a..21d974e233 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -6,7 +6,8 @@ <description> Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options. When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog. - [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. + [b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url]. + [b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=https://docs.godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> @@ -15,10 +16,8 @@ </tutorials> <methods> <method name="add_property_info"> - <return type="void"> - </return> - <argument index="0" name="hint" type="Dictionary"> - </argument> + <return type="void" /> + <argument 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) @@ -55,28 +54,22 @@ </description> </method> <method name="clear"> - <return type="void"> - </return> - <argument index="0" name="name" type="String"> - </argument> + <return type="void" /> + <argument 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"> - </return> - <argument index="0" name="name" type="String"> - </argument> + <return type="int" /> + <argument 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"> - </return> - <argument index="0" name="name" type="String"> - </argument> + <return type="Variant" /> + <argument index="0" name="name" type="String" /> <description> Returns the value of a setting. [b]Example:[/b] @@ -91,10 +84,8 @@ </description> </method> <method name="globalize_path" qualifiers="const"> - <return type="String"> - </return> - <argument index="0" name="path" type="String"> - </argument> + <return type="String" /> + <argument 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=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: @@ -114,23 +105,17 @@ </description> </method> <method name="has_setting" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="name" type="String"> - </argument> + <return type="bool" /> + <argument 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"> - </return> - <argument index="0" name="pack" type="String"> - </argument> - <argument index="1" name="replace_files" type="bool" default="true"> - </argument> - <argument index="2" name="offset" type="int" default="0"> - </argument> + <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" /> <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]. @@ -138,77 +123,60 @@ </description> </method> <method name="localize_path" qualifiers="const"> - <return type="String"> - </return> - <argument index="0" name="path" type="String"> - </argument> + <return type="String" /> + <argument 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]. </description> </method> <method name="property_can_revert"> - <return type="bool"> - </return> - <argument index="0" name="name" type="String"> - </argument> + <return type="bool" /> + <argument 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"> - </return> - <argument index="0" name="name" type="String"> - </argument> + <return type="Variant" /> + <argument 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> </method> <method name="save"> - <return type="int" enum="Error"> - </return> + <return type="int" enum="Error" /> <description> Saves the configuration to the [code]project.godot[/code] file. + [b]Note:[/b] This method is intended to be used by editor plugins, as modified [ProjectSettings] can't be loaded back in the running app. If you want to change project settings in exported projects, use [method save_custom] to save [code]override.cfg[/code] file. </description> </method> <method name="save_custom"> - <return type="int" enum="Error"> - </return> - <argument index="0" name="file" type="String"> - </argument> + <return type="int" enum="Error" /> + <argument 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). + 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"> - </return> - <argument index="0" name="name" type="String"> - </argument> - <argument index="1" name="value" type="Variant"> - </argument> + <return type="void" /> + <argument index="0" name="name" type="String" /> + <argument 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"> - </return> - <argument index="0" name="name" type="String"> - </argument> - <argument index="1" name="position" type="int"> - </argument> + <return type="void" /> + <argument index="0" name="name" type="String" /> + <argument 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"> - </return> - <argument index="0" name="name" type="String"> - </argument> - <argument index="1" name="value" type="Variant"> - </argument> + <return type="void" /> + <argument index="0" name="name" type="String" /> + <argument index="1" name="value" type="Variant" /> <description> Sets the value of a setting. [b]Example:[/b] @@ -224,7 +192,7 @@ </method> </methods> <members> - <member name="application/boot_splash/bg_color" type="Color" setter="" getter="" default="Color( 0.14, 0.14, 0.14, 1 )"> + <member name="application/boot_splash/bg_color" type="Color" setter="" getter="" default="Color(0.14, 0.14, 0.14, 1)"> Background color for the boot splash. </member> <member name="application/boot_splash/fullsize" type="bool" setter="" getter="" default="true"> @@ -254,8 +222,8 @@ [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. </member> <member name="application/config/project_settings_override" type="String" setter="" getter="" default=""""> - Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. - [b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings (see this class' description at the top). + Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information. + [b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings. </member> <member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false"> If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code]. @@ -264,10 +232,12 @@ Icon set in [code].ico[/code] format used on Windows to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon]. </member> <member name="application/run/disable_stderr" type="bool" setter="" getter="" default="false"> - If [code]true[/code], disables printing to standard error in an exported build. + If [code]true[/code], disables printing to standard error. If [code]true[/code], this also hides error and warning messages printed by [method @GlobalScope.push_error] and [method @GlobalScope.push_warning]. See also [member application/run/disable_stdout]. + Changes to this setting will only be applied upon restarting the application. </member> <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. + If [code]true[/code], disables printing to standard output. This is equivalent to starting the editor or project with the [code]--quiet[/code] command line argument. See also [member application/run/disable_stderr]. + Changes to this setting will only be applied upon restarting the application. </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. @@ -307,7 +277,7 @@ If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS. </member> <member name="audio/driver/mix_rate" type="int" setter="" getter="" default="44100"> - Mixing rate used for audio. In general, it's better to not touch this and leave it to the host operating system. + The mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system. </member> <member name="audio/driver/output_latency" type="int" setter="" getter="" default="15"> Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware. @@ -441,8 +411,8 @@ </member> <member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0"> Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging. - If [member display/window/vsync/use_vsync] is enabled, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. - This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non real-time rendering of static frames, or test the project under lag conditions. + If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. + This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions. </member> <member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024"> Maximum call stack allowed for debugging GDScript. @@ -453,13 +423,15 @@ <member name="debug/settings/stdout/print_fps" type="bool" setter="" getter="" default="false"> Print frames per second to standard output every second. </member> + <member name="debug/settings/stdout/print_gpu_profile" type="bool" setter="" getter="" default="false"> + </member> <member name="debug/settings/stdout/verbose_stdout" type="bool" setter="" getter="" default="false"> Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc. </member> <member name="debug/settings/visual_script/max_call_stack" type="int" setter="" getter="" default="1024"> Maximum call stack in visual scripting, to avoid infinite recursion. </member> - <member name="debug/shapes/collision/contact_color" type="Color" setter="" getter="" default="Color( 1, 0.2, 0.1, 0.8 )"> + <member name="debug/shapes/collision/contact_color" type="Color" setter="" getter="" default="Color(1, 0.2, 0.1, 0.8)"> Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu. </member> <member name="debug/shapes/collision/draw_2d_outlines" type="bool" setter="" getter="" default="true"> @@ -468,32 +440,33 @@ <member name="debug/shapes/collision/max_contacts_displayed" type="int" setter="" getter="" default="10000"> Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu. </member> - <member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color( 0, 0.6, 0.7, 0.5 )"> + <member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color(0, 0.6, 0.7, 0.42)"> Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu. </member> - <member name="debug/shapes/navigation/disabled_geometry_color" type="Color" setter="" getter="" default="Color( 1, 0.7, 0.1, 0.4 )"> + <member name="debug/shapes/navigation/disabled_geometry_color" type="Color" setter="" getter="" default="Color(1, 0.7, 0.1, 0.4)"> Color of the disabled navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu. </member> - <member name="debug/shapes/navigation/geometry_color" type="Color" setter="" getter="" default="Color( 0.1, 1, 0.7, 0.4 )"> + <member name="debug/shapes/navigation/geometry_color" type="Color" setter="" getter="" default="Color(0.1, 1, 0.7, 0.4)"> Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu. </member> <member name="display/mouse_cursor/custom_image" type="String" setter="" getter="" default=""""> Custom image for the mouse cursor (limited to 256×256). </member> - <member name="display/mouse_cursor/custom_image_hotspot" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )"> + <member name="display/mouse_cursor/custom_image_hotspot" type="Vector2" setter="" getter="" default="Vector2(0, 0)"> Hotspot for the custom mouse cursor image. </member> - <member name="display/mouse_cursor/tooltip_position_offset" type="Vector2" setter="" getter="" default="Vector2( 10, 10 )"> + <member name="display/mouse_cursor/tooltip_position_offset" type="Vector2" setter="" getter="" default="Vector2(10, 10)"> Position offset for tooltips, relative to the mouse cursor's hotspot. </member> <member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="false"> - If [code]true[/code], allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there. + If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 platform. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there. </member> <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/handheld/orientation" type="String" setter="" getter="" default=""landscape""> - Default orientation on mobile devices. + <member name="display/window/handheld/orientation" type="int" setter="" getter="" default="0"> + The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values. + [b]Note:[/b] When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set [member display/window/size/width] and [member display/window/size/height] accordingly. </member> <member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true"> If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button. @@ -527,12 +500,10 @@ <member name="display/window/size/width" type="int" setter="" getter="" default="1024"> Sets the game's main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled. </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> - <member name="display/window/vsync/vsync_via_compositor" type="bool" setter="" getter="" default="false"> - If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], enables vertical synchronization via the operating system's window compositor when in windowed mode and the compositor is enabled. This will prevent stutter in certain situations. (Windows only.) - [b]Note:[/b] This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it. + <member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1"> + Sets the VSync mode for the main game window. + See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application. + Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported. </member> <member name="editor/node_naming/name_casing" type="int" setter="" getter="" default="0"> When creating node names automatically, set the type of casing in this project. This is mostly an editor setting. @@ -540,7 +511,15 @@ <member name="editor/node_naming/name_num_separator" type="int" setter="" getter="" default="0"> What to use to separate node name from number. This is mostly an editor setting. </member> - <member name="editor/script/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray( "gd", "shader" )"> + <member name="editor/run/main_run_args" type="String" setter="" getter="" default=""""> + The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself. + It is possible to make another executable run Godot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder. + For example, this can be used to force the project to run on the dedicated GPU in a NVIDIA Optimus system on Linux: + [codeblock] + prime-run %command% + [/codeblock] + </member> + <member name="editor/script/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray("gd", "gdshader")"> Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files. </member> <member name="editor/script/templates_search_path" type="String" setter="" getter="" default=""res://script_templates""> @@ -646,19 +625,19 @@ </member> <member name="input/ui_text_backspace_all_to_left" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_backspace_all_to_left.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_backspace_all_to_left.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_backspace_word" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_backspace_word.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_backspace_word.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_caret_document_end" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_caret_document_end.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_caret_document_end.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_caret_document_start" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_caret_document_start.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_caret_document_start.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_caret_down" type="Dictionary" setter="" getter=""> </member> @@ -666,11 +645,11 @@ </member> <member name="input/ui_text_caret_line_end" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_caret_line_end.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_caret_line_end.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_caret_line_start" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_caret_line_start.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_caret_line_start.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_caret_page_down" type="Dictionary" setter="" getter=""> </member> @@ -682,27 +661,29 @@ </member> <member name="input/ui_text_caret_word_left" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_caret_word_left.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_caret_word_left.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_caret_word_right" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_caret_word_right.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_caret_word_right.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_completion_accept" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_completion_query" type="Dictionary" setter="" getter=""> </member> + <member name="input/ui_text_completion_replace" type="Dictionary" setter="" getter=""> + </member> <member name="input/ui_text_dedent" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_delete" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_delete_all_to_right" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_delete_all_to_right.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_delete_all_to_right.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_delete_word" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_delete_word.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_delete_word.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_indent" type="Dictionary" setter="" getter=""> </member> @@ -714,14 +695,20 @@ </member> <member name="input/ui_text_scroll_down" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_scroll_down.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_scroll_down.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_scroll_up" type="Dictionary" setter="" getter=""> </member> - <member name="input/ui_text_scroll_up.OSX" type="Dictionary" setter="" getter=""> + <member name="input/ui_text_scroll_up.osx" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_text_select_all" type="Dictionary" setter="" getter=""> </member> + <member name="input/ui_text_select_word_under_caret" type="Dictionary" setter="" getter=""> + If no selection is currently active, selects the word currently under the caret in text fields. If a selection is currently active, deselects the current selection. + [b]Note:[/b] Currently, this is only implemented in [TextEdit], not [LineEdit]. + </member> + <member name="input/ui_text_submit" type="Dictionary" setter="" getter=""> + </member> <member name="input/ui_text_toggle_insert_mode" type="Dictionary" setter="" getter=""> </member> <member name="input/ui_undo" type="Dictionary" setter="" getter=""> @@ -730,6 +717,12 @@ Default [InputEventAction] to move up in the UI. [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. </member> + <member name="input_devices/buffering/agile_event_flushing" type="bool" setter="" getter="" default="false"> + If [code]true[/code], key/touch/joystick events will be flushed just before every idle and physics frame. + If [code]false[/code], such events will be flushed only once per process frame, between iterations of the engine. + Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per visible (process) frame, because they can't run at the target frame rate. + [b]Note:[/b] Currently implemented only on Android. + </member> <member name="input_devices/pen_tablet/driver" type="String" setter="" getter=""> Specifies the tablet driver to use. If left empty, the default driver will be used. </member> @@ -748,17 +741,143 @@ <member name="internationalization/locale/fallback" type="String" setter="" getter="" default=""en""> The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used. </member> + <member name="internationalization/locale/include_text_server_data" type="bool" setter="" getter="" default="false"> + If [code]true[/code], text server break iteration rule sets, dictionaries and other optional data are included in the exported project. + [b]Note:[/b] "ICU / HarfBuzz / Graphite" text server data includes dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line breaking rules. Data is about 4 MB large. + [b]Note:[/b] "Fallback" text server does not use additional data. + </member> <member name="internationalization/locale/test" type="String" setter="" getter="" default=""""> If non-empty, this locale will be used when running the project from the editor. </member> + <member name="internationalization/pseudolocalization/double_vowels" type="bool" setter="" getter="" default="false"> + Double vowels in strings during pseudolocalization to simulate the lengthening of text due to localization. + </member> + <member name="internationalization/pseudolocalization/expansion_ratio" type="float" setter="" getter="" default="0.0"> + The expansion ratio to use during pseudolocalization. A value of [code]0.3[/code] is sufficient for most practical purposes, and will increase the length of each string by 30%. + </member> + <member name="internationalization/pseudolocalization/fake_bidi" type="bool" setter="" getter="" default="false"> + If [code]true[/code], emulate bidirectional (right-to-left) text when pseudolocalization is enabled. This can be used to spot issues with RTL layout and UI mirroring that will crop up if the project is localized to RTL languages such as Arabic or Hebrew. + </member> + <member name="internationalization/pseudolocalization/override" type="bool" setter="" getter="" default="false"> + Replace all characters in the string with [code]*[/code]. Useful for finding non-localizable strings. + </member> + <member name="internationalization/pseudolocalization/prefix" type="String" setter="" getter="" default=""[""> + Prefix that will be prepended to the pseudolocalized string. + </member> + <member name="internationalization/pseudolocalization/replace_with_accents" type="bool" setter="" getter="" default="true"> + Replace all characters with their accented variants during pseudolocalization. + </member> + <member name="internationalization/pseudolocalization/skip_placeholders" type="bool" setter="" getter="" default="true"> + Skip placeholders for string formatting like [code]%s[/code] or [code]%f[/code] during pseudolocalization. Useful to identify strings which need additional control characters to display correctly. + </member> + <member name="internationalization/pseudolocalization/suffix" type="String" setter="" getter="" default=""]""> + Suffix that will be appended to the pseudolocalized string. + </member> + <member name="internationalization/pseudolocalization/use_pseudolocalization" type="bool" setter="" getter="" default="false"> + If [code]true[/code], enables pseudolocalization for the project. This can be used to spot untranslatable strings or layout issues that may occur once the project is localized to languages that have longer strings than the source language. + [b]Note:[/b] This property is only read when the project starts. To toggle pseudolocalization at run-time, use [member TranslationServer.pseudolocalization_enabled] instead. + </member> <member name="internationalization/rendering/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="internationalization/rendering/text_driver" type="String" setter="" getter="" default=""""> Specifies the [TextServer] to use. If left empty, the default will be used. </member> - <member name="layer_names/2d_physics/layer_0" type="String" setter="" getter="" default=""""> - Optional name for the 2D physics layer 0. If left empty, the layer will display as "Layer 0". + <member name="layer_names/2d_navigation/layer_1" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1". + </member> + <member name="layer_names/2d_navigation/layer_10" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 10. If left empty, the layer will display as "Layer 10". + </member> + <member name="layer_names/2d_navigation/layer_11" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 11. If left empty, the layer will display as "Layer 11". + </member> + <member name="layer_names/2d_navigation/layer_12" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 12. If left empty, the layer will display as "Layer 12". + </member> + <member name="layer_names/2d_navigation/layer_13" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 13. If left empty, the layer will display as "Layer 13". + </member> + <member name="layer_names/2d_navigation/layer_14" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 14. If left empty, the layer will display as "Layer 14". + </member> + <member name="layer_names/2d_navigation/layer_15" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 15. If left empty, the layer will display as "Layer 15". + </member> + <member name="layer_names/2d_navigation/layer_16" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 16. If left empty, the layer will display as "Layer 16". + </member> + <member name="layer_names/2d_navigation/layer_17" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 17. If left empty, the layer will display as "Layer 17". + </member> + <member name="layer_names/2d_navigation/layer_18" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 18. If left empty, the layer will display as "Layer 18". + </member> + <member name="layer_names/2d_navigation/layer_19" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 19. If left empty, the layer will display as "Layer 19". + </member> + <member name="layer_names/2d_navigation/layer_2" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 2. If left empty, the layer will display as "Layer 2". + </member> + <member name="layer_names/2d_navigation/layer_20" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 20. If left empty, the layer will display as "Layer 20". + </member> + <member name="layer_names/2d_navigation/layer_21" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 21. If left empty, the layer will display as "Layer 21". + </member> + <member name="layer_names/2d_navigation/layer_22" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 22. If left empty, the layer will display as "Layer 22". + </member> + <member name="layer_names/2d_navigation/layer_23" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 23. If left empty, the layer will display as "Layer 23". + </member> + <member name="layer_names/2d_navigation/layer_24" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 24. If left empty, the layer will display as "Layer 24". + </member> + <member name="layer_names/2d_navigation/layer_25" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 25. If left empty, the layer will display as "Layer 25". + </member> + <member name="layer_names/2d_navigation/layer_26" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 26. If left empty, the layer will display as "Layer 26". + </member> + <member name="layer_names/2d_navigation/layer_27" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 27. If left empty, the layer will display as "Layer 27". + </member> + <member name="layer_names/2d_navigation/layer_28" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 28. If left empty, the layer will display as "Layer 28". + </member> + <member name="layer_names/2d_navigation/layer_29" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 29. If left empty, the layer will display as "Layer 29". + </member> + <member name="layer_names/2d_navigation/layer_3" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 3. If left empty, the layer will display as "Layer 3". + </member> + <member name="layer_names/2d_navigation/layer_30" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 30. If left empty, the layer will display as "Layer 30". + </member> + <member name="layer_names/2d_navigation/layer_31" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 31. If left empty, the layer will display as "Layer 31". + </member> + <member name="layer_names/2d_navigation/layer_32" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 32. If left empty, the layer will display as "Layer 32". + </member> + <member name="layer_names/2d_navigation/layer_4" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 4. If left empty, the layer will display as "Layer 4". + </member> + <member name="layer_names/2d_navigation/layer_5" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 5. If left empty, the layer will display as "Layer 5". + </member> + <member name="layer_names/2d_navigation/layer_6" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 6. If left empty, the layer will display as "Layer 6". + </member> + <member name="layer_names/2d_navigation/layer_7" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 7. If left empty, the layer will display as "Layer 7". + </member> + <member name="layer_names/2d_navigation/layer_8" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 8. If left empty, the layer will display as "Layer 8". + </member> + <member name="layer_names/2d_navigation/layer_9" type="String" setter="" getter="" default=""""> + Optional name for the 2D navigation layer 9. If left empty, the layer will display as "Layer 9". </member> <member name="layer_names/2d_physics/layer_1" type="String" setter="" getter="" default=""""> Optional name for the 2D physics layer 1. If left empty, the layer will display as "Layer 1". @@ -796,9 +915,48 @@ <member name="layer_names/2d_physics/layer_2" type="String" setter="" getter="" default=""""> Optional name for the 2D physics layer 2. If left empty, the layer will display as "Layer 2". </member> + <member name="layer_names/2d_physics/layer_20" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 20. If left empty, the layer will display as "Layer 20". + </member> + <member name="layer_names/2d_physics/layer_21" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 21. If left empty, the layer will display as "Layer 21". + </member> + <member name="layer_names/2d_physics/layer_22" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 22. If left empty, the layer will display as "Layer 22". + </member> + <member name="layer_names/2d_physics/layer_23" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 23. If left empty, the layer will display as "Layer 23". + </member> + <member name="layer_names/2d_physics/layer_24" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 24. If left empty, the layer will display as "Layer 24". + </member> + <member name="layer_names/2d_physics/layer_25" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 25. If left empty, the layer will display as "Layer 25". + </member> + <member name="layer_names/2d_physics/layer_26" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 26. If left empty, the layer will display as "Layer 26". + </member> + <member name="layer_names/2d_physics/layer_27" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 27. If left empty, the layer will display as "Layer 27". + </member> + <member name="layer_names/2d_physics/layer_28" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 28. If left empty, the layer will display as "Layer 28". + </member> + <member name="layer_names/2d_physics/layer_29" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 29. If left empty, the layer will display as "Layer 29". + </member> <member name="layer_names/2d_physics/layer_3" type="String" setter="" getter="" default=""""> Optional name for the 2D physics layer 3. If left empty, the layer will display as "Layer 3". </member> + <member name="layer_names/2d_physics/layer_30" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 30. If left empty, the layer will display as "Layer 30". + </member> + <member name="layer_names/2d_physics/layer_31" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 31. If left empty, the layer will display as "Layer 31". + </member> + <member name="layer_names/2d_physics/layer_32" type="String" setter="" getter="" default=""""> + Optional name for the 2D physics layer 32. If left empty, the layer will display as "Layer 32". + </member> <member name="layer_names/2d_physics/layer_4" type="String" setter="" getter="" default=""""> Optional name for the 2D physics layer 4. If left empty, the layer will display as "Layer 4". </member> @@ -817,9 +975,6 @@ <member name="layer_names/2d_physics/layer_9" type="String" setter="" getter="" default=""""> Optional name for the 2D physics layer 9. If left empty, the layer will display as "Layer 9". </member> - <member name="layer_names/2d_render/layer_0" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 0. If left empty, the layer will display as "Layer 0". - </member> <member name="layer_names/2d_render/layer_1" type="String" setter="" getter="" default=""""> Optional name for the 2D render layer 1. If left empty, the layer will display as "Layer 1". </member> @@ -856,6 +1011,9 @@ <member name="layer_names/2d_render/layer_2" type="String" setter="" getter="" default=""""> Optional name for the 2D render layer 2. If left empty, the layer will display as "Layer 2". </member> + <member name="layer_names/2d_render/layer_20" type="String" setter="" getter="" default=""""> + Optional name for the 2D render layer 20. If left empty, the layer will display as "Layer 20". + </member> <member name="layer_names/2d_render/layer_3" type="String" setter="" getter="" default=""""> Optional name for the 2D render layer 3. If left empty, the layer will display as "Layer 3". </member> @@ -877,8 +1035,101 @@ <member name="layer_names/2d_render/layer_9" type="String" setter="" getter="" default=""""> Optional name for the 2D render layer 9. If left empty, the layer will display as "Layer 9". </member> - <member name="layer_names/3d_physics/layer_0" type="String" setter="" getter="" default=""""> - Optional name for the 3D physics layer 0. If left empty, the layer will display as "Layer 0". + <member name="layer_names/3d_navigation/layer_1" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 1. If left empty, the layer will display as "Layer 1". + </member> + <member name="layer_names/3d_navigation/layer_10" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 10. If left empty, the layer will display as "Layer 10". + </member> + <member name="layer_names/3d_navigation/layer_11" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 11. If left empty, the layer will display as "Layer 11". + </member> + <member name="layer_names/3d_navigation/layer_12" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 12. If left empty, the layer will display as "Layer 12". + </member> + <member name="layer_names/3d_navigation/layer_13" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 13. If left empty, the layer will display as "Layer 13". + </member> + <member name="layer_names/3d_navigation/layer_14" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 14. If left empty, the layer will display as "Layer 14". + </member> + <member name="layer_names/3d_navigation/layer_15" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 15. If left empty, the layer will display as "Layer 15". + </member> + <member name="layer_names/3d_navigation/layer_16" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 16. If left empty, the layer will display as "Layer 16". + </member> + <member name="layer_names/3d_navigation/layer_17" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 17. If left empty, the layer will display as "Layer 17". + </member> + <member name="layer_names/3d_navigation/layer_18" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 18. If left empty, the layer will display as "Layer 18". + </member> + <member name="layer_names/3d_navigation/layer_19" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 19. If left empty, the layer will display as "Layer 19". + </member> + <member name="layer_names/3d_navigation/layer_2" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 2. If left empty, the layer will display as "Layer 2". + </member> + <member name="layer_names/3d_navigation/layer_20" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 20. If left empty, the layer will display as "Layer 20". + </member> + <member name="layer_names/3d_navigation/layer_21" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 21. If left empty, the layer will display as "Layer 21". + </member> + <member name="layer_names/3d_navigation/layer_22" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 22. If left empty, the layer will display as "Layer 22". + </member> + <member name="layer_names/3d_navigation/layer_23" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 23. If left empty, the layer will display as "Layer 23". + </member> + <member name="layer_names/3d_navigation/layer_24" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 24. If left empty, the layer will display as "Layer 24". + </member> + <member name="layer_names/3d_navigation/layer_25" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 25. If left empty, the layer will display as "Layer 25". + </member> + <member name="layer_names/3d_navigation/layer_26" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 26. If left empty, the layer will display as "Layer 26". + </member> + <member name="layer_names/3d_navigation/layer_27" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 27. If left empty, the layer will display as "Layer 27". + </member> + <member name="layer_names/3d_navigation/layer_28" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 28. If left empty, the layer will display as "Layer 28". + </member> + <member name="layer_names/3d_navigation/layer_29" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 29. If left empty, the layer will display as "Layer 29". + </member> + <member name="layer_names/3d_navigation/layer_3" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 3. If left empty, the layer will display as "Layer 3". + </member> + <member name="layer_names/3d_navigation/layer_30" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 30. If left empty, the layer will display as "Layer 30". + </member> + <member name="layer_names/3d_navigation/layer_31" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 31. If left empty, the layer will display as "Layer 31". + </member> + <member name="layer_names/3d_navigation/layer_32" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 32. If left empty, the layer will display as "Layer 32". + </member> + <member name="layer_names/3d_navigation/layer_4" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 4. If left empty, the layer will display as "Layer 4". + </member> + <member name="layer_names/3d_navigation/layer_5" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 5. If left empty, the layer will display as "Layer 5". + </member> + <member name="layer_names/3d_navigation/layer_6" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 6. If left empty, the layer will display as "Layer 6". + </member> + <member name="layer_names/3d_navigation/layer_7" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 7. If left empty, the layer will display as "Layer 7". + </member> + <member name="layer_names/3d_navigation/layer_8" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 8. If left empty, the layer will display as "Layer 8". + </member> + <member name="layer_names/3d_navigation/layer_9" type="String" setter="" getter="" default=""""> + Optional name for the 3D navigation layer 9. If left empty, the layer will display as "Layer 9". </member> <member name="layer_names/3d_physics/layer_1" type="String" setter="" getter="" default=""""> Optional name for the 3D physics layer 1. If left empty, the layer will display as "Layer 1". @@ -916,9 +1167,48 @@ <member name="layer_names/3d_physics/layer_2" type="String" setter="" getter="" default=""""> Optional name for the 3D physics layer 2. If left empty, the layer will display as "Layer 2". </member> + <member name="layer_names/3d_physics/layer_20" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 20. If left empty, the layer will display as "Layer 20". + </member> + <member name="layer_names/3d_physics/layer_21" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 21. If left empty, the layer will display as "Layer 21". + </member> + <member name="layer_names/3d_physics/layer_22" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 22. If left empty, the layer will display as "Layer 22". + </member> + <member name="layer_names/3d_physics/layer_23" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 23. If left empty, the layer will display as "Layer 23". + </member> + <member name="layer_names/3d_physics/layer_24" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 24. If left empty, the layer will display as "Layer 24". + </member> + <member name="layer_names/3d_physics/layer_25" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 25. If left empty, the layer will display as "Layer 25". + </member> + <member name="layer_names/3d_physics/layer_26" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 26. If left empty, the layer will display as "Layer 26". + </member> + <member name="layer_names/3d_physics/layer_27" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 27. If left empty, the layer will display as "Layer 27". + </member> + <member name="layer_names/3d_physics/layer_28" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 28. If left empty, the layer will display as "Layer 28". + </member> + <member name="layer_names/3d_physics/layer_29" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 29. If left empty, the layer will display as "Layer 29". + </member> <member name="layer_names/3d_physics/layer_3" type="String" setter="" getter="" default=""""> Optional name for the 3D physics layer 3. If left empty, the layer will display as "Layer 3". </member> + <member name="layer_names/3d_physics/layer_30" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 30. If left empty, the layer will display as "Layer 30". + </member> + <member name="layer_names/3d_physics/layer_31" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 31. If left empty, the layer will display as "Layer 31". + </member> + <member name="layer_names/3d_physics/layer_32" type="String" setter="" getter="" default=""""> + Optional name for the 3D physics layer 32. If left empty, the layer will display as "Layer 32". + </member> <member name="layer_names/3d_physics/layer_4" type="String" setter="" getter="" default=""""> Optional name for the 3D physics layer 4. If left empty, the layer will display as "Layer 4". </member> @@ -937,9 +1227,6 @@ <member name="layer_names/3d_physics/layer_9" type="String" setter="" getter="" default=""""> Optional name for the 3D physics layer 9. If left empty, the layer will display as "Layer 9". </member> - <member name="layer_names/3d_render/layer_0" type="String" setter="" getter="" default=""""> - Optional name for the 2D render layer 0. If left empty, the layer will display as "Layer 0". - </member> <member name="layer_names/3d_render/layer_1" type="String" setter="" getter="" default=""""> Optional name for the 3D render layer 1. If left empty, the layer will display as "Layer 1". </member> @@ -976,6 +1263,9 @@ <member name="layer_names/3d_render/layer_2" type="String" setter="" getter="" default=""""> Optional name for the 3D render layer 2. If left empty, the layer will display as "Layer 2". </member> + <member name="layer_names/3d_render/layer_20" type="String" setter="" getter="" default=""""> + Optional name for the 3D render layer 20. If left empty, the layer will display as "Layer 20". + </member> <member name="layer_names/3d_render/layer_3" type="String" setter="" getter="" default=""""> Optional name for the 3D render layer 3. If left empty, the layer will display as "Layer 3". </member> @@ -997,8 +1287,6 @@ <member name="layer_names/3d_render/layer_9" type="String" setter="" getter="" default=""""> Optional name for the 3D render layer 9. If left empty, the layer will display as "Layer 9". </member> - <member name="memory/limits/command_queue/multithreading_queue_size_kb" type="int" setter="" getter="" default="256"> - </member> <member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="" default="4096"> Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here. </member> @@ -1019,6 +1307,18 @@ </member> <member name="mono/unhandled_exception_policy" type="int" setter="" getter="" default="0"> </member> + <member name="navigation/2d/default_cell_size" type="int" setter="" getter="" default="10"> + Default cell size for 2D navigation maps. See [method NavigationServer2D.map_set_cell_size]. + </member> + <member name="navigation/2d/default_edge_connection_margin" type="int" setter="" getter="" default="5"> + Default edge connection margin for 2D navigation maps. See [method NavigationServer2D.map_set_edge_connection_margin]. + </member> + <member name="navigation/3d/default_cell_size" type="float" setter="" getter="" default="0.3"> + Default cell size for 3D navigation maps. See [method NavigationServer3D.map_set_cell_size]. + </member> + <member name="navigation/3d/default_edge_connection_margin" type="float" setter="" getter="" default="0.3"> + Default edge connection margin for 3D navigation maps. See [method NavigationServer3D.map_set_edge_connection_margin]. + </member> <member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="32768"> Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection. </member> @@ -1050,31 +1350,25 @@ The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used. If in doubt, leave this setting empty. </member> - <member name="physics/2d/bp_hash_table_size" type="int" setter="" getter="" default="4096"> - Size of the hash table used for the broad-phase 2D hash grid algorithm. - </member> - <member name="physics/2d/cell_size" type="int" setter="" getter="" default="128"> - Cell size used for the broad-phase 2D hash grid algorithm (in pixels). - </member> <member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0"> The default angular damp in 2D. - [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a stop in one iteration. </member> - <member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98"> - The default gravity strength in 2D. + <member name="physics/2d/default_gravity" type="float" setter="" getter="" default="980.0"> + The default gravity strength in 2D (in pixels per second squared). [b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample: [codeblocks] [gdscript] - # Set the default gravity strength to 98. - PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY, 98) + # Set the default gravity strength to 980. + PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY, 980) [/gdscript] [csharp] - // Set the default gravity strength to 98. - PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.Gravity, 98); + // Set the default gravity strength to 980. + PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.Gravity, 980); [/csharp] [/codeblocks] </member> - <member name="physics/2d/default_gravity_vector" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )"> + <member name="physics/2d/default_gravity_vector" type="Vector2" setter="" getter="" default="Vector2(0, 1)"> The default gravity direction in 2D. [b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample: [codeblocks] @@ -1090,10 +1384,7 @@ </member> <member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1"> The default linear damp in 2D. - [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. - </member> - <member name="physics/2d/large_object_surface_threshold_in_cells" type="int" setter="" getter="" default="512"> - Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a stop in one iteration. </member> <member name="physics/2d/physics_engine" type="String" setter="" getter="" default=""DEFAULT""> Sets which physics engine to use for 2D physics. @@ -1113,10 +1404,10 @@ </member> <member name="physics/3d/default_angular_damp" type="float" setter="" getter="" default="0.1"> The default angular damp in 3D. - [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a stop in one iteration. </member> <member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8"> - The default gravity strength in 3D. + The default gravity strength in 3D (in meters per second squared). [b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample: [codeblocks] [gdscript] @@ -1129,7 +1420,7 @@ [/csharp] [/codeblocks] </member> - <member name="physics/3d/default_gravity_vector" type="Vector3" setter="" getter="" default="Vector3( 0, -1, 0 )"> + <member name="physics/3d/default_gravity_vector" type="Vector3" setter="" getter="" default="Vector3(0, -1, 0)"> The default gravity direction in 3D. [b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample: [codeblocks] @@ -1145,7 +1436,7 @@ </member> <member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1"> The default linear damp in 3D. - [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a stop in one iteration. </member> <member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT""> Sets which physics engine to use for 3D physics. @@ -1163,14 +1454,15 @@ <member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true"> Enables [member Viewport.physics_object_picking] on the root viewport. </member> - <member name="physics/common/physics_fps" type="int" setter="" getter="" default="60"> - The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. - [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.iterations_per_second] instead. - </member> <member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5"> - Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS. + Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended. + [b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code]. [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead. </member> + <member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60"> + The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. + [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead. + </member> <member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1"> </member> <member name="rendering/2d/sdf/scale" type="int" setter="" getter="" default="1"> @@ -1181,6 +1473,9 @@ </member> <member name="rendering/2d/snap/snap_2d_vertices_to_pixel" type="bool" setter="" getter="" default="false"> </member> + <member name="rendering/3d/viewport/scale" type="int" setter="" getter="" default="0"> + Scale the 3D render buffer based on the viewport size. The smaller the faster 3D rendering is performed but at the cost of quality. + </member> <member name="rendering/anti_aliasing/quality/msaa" type="int" setter="" getter="" default="0"> Sets the number of MSAA samples to use (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware. </member> @@ -1196,7 +1491,7 @@ </member> <member name="rendering/anti_aliasing/screen_space_roughness_limiter/limit" type="float" setter="" getter="" default="0.18"> </member> - <member name="rendering/camera/depth_of_field/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="2"> + <member name="rendering/camera/depth_of_field/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="1"> Sets the quality of the depth of field effect. Higher quality takes more samples, which is slower but looks smoother. </member> <member name="rendering/camera/depth_of_field/depth_of_field_bokeh_shape" type="int" setter="" getter="" default="1"> @@ -1217,14 +1512,10 @@ [b]FIXME:[/b] No longer valid after DisplayServer split: In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time. </member> - <member name="rendering/driver/rd_renderer/use_low_end_renderer" type="bool" setter="" getter="" default="false"> - </member> - <member name="rendering/driver/rd_renderer/use_low_end_renderer.mobile" type="bool" setter="" getter="" default="true"> - </member> <member name="rendering/driver/threads/thread_model" type="int" setter="" getter="" default="1"> Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter. </member> - <member name="rendering/environment/defaults/default_clear_color" type="Color" setter="" getter="" default="Color( 0.3, 0.3, 0.3, 1 )"> + <member name="rendering/environment/defaults/default_clear_color" type="Color" setter="" getter="" default="Color(0.3, 0.3, 0.3, 1)"> Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color]. </member> <member name="rendering/environment/defaults/default_environment" type="String" setter="" getter="" default=""""> @@ -1280,18 +1571,14 @@ </member> <member name="rendering/global_illumination/gi/use_half_resolution" type="bool" setter="" getter="" default="false"> </member> - <member name="rendering/global_illumination/gi_probes/anisotropic" type="bool" setter="" getter="" default="false"> - If [code]true[/code], take additional samples when rendering objects affected by a [GIProbe] to reduce artifacts from only sampling in one direction. - </member> - <member name="rendering/global_illumination/gi_probes/quality" type="int" setter="" getter="" default="1"> - Sets the number of cone samples taken when rendering objects affected by [GIProbe]s. - </member> <member name="rendering/global_illumination/sdfgi/frames_to_converge" type="int" setter="" getter="" default="4"> </member> <member name="rendering/global_illumination/sdfgi/frames_to_update_lights" type="int" setter="" getter="" default="2"> </member> <member name="rendering/global_illumination/sdfgi/probe_ray_count" type="int" setter="" getter="" default="1"> </member> + <member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="1"> + </member> <member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="32"> </member> <member name="rendering/lightmapping/bake_performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64"> @@ -1330,6 +1617,12 @@ </member> <member name="rendering/mesh_lod/lod_change/threshold_pixels" type="float" setter="" getter="" default="1.0"> </member> + <member name="rendering/occlusion_culling/bvh_build_quality" type="int" setter="" getter="" default="2"> + </member> + <member name="rendering/occlusion_culling/occlusion_rays_per_thread" type="int" setter="" getter="" default="512"> + </member> + <member name="rendering/occlusion_culling/use_occlusion_culling" type="bool" setter="" getter="" default="false"> + </member> <member name="rendering/reflections/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64"> Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM. </member> @@ -1357,6 +1650,16 @@ <member name="rendering/reflections/sky_reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false"> Lower-end override for [member rendering/reflections/sky_reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/shader_compiler/shader_cache/compress" type="bool" setter="" getter="" default="true"> + </member> + <member name="rendering/shader_compiler/shader_cache/enabled" type="bool" setter="" getter="" default="true"> + </member> + <member name="rendering/shader_compiler/shader_cache/strip_debug" type="bool" setter="" getter="" default="false"> + </member> + <member name="rendering/shader_compiler/shader_cache/strip_debug.release" type="bool" setter="" getter="" default="true"> + </member> + <member name="rendering/shader_compiler/shader_cache/use_zstd_compression" type="bool" setter="" getter="" default="true"> + </member> <member name="rendering/shading/overrides/force_blinn_over_ggx" type="bool" setter="" getter="" default="false"> If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model. </member> @@ -1415,37 +1718,58 @@ <member name="rendering/shadows/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0"> Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3"> + </member> <member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2"> Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. + [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time. </member> <member name="rendering/textures/default_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false"> If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used. + [b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time. + </member> + <member name="rendering/textures/light_projectors/filter" type="int" setter="" getter="" default="3"> + </member> + <member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false"> + If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. + </member> + <member name="rendering/textures/lossless_compression/webp_compression_level" type="int" setter="" getter="" default="2"> + The default compression level for lossless WebP. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. Supported values are 0 to 9. Note that compression levels above 6 are very slow and offer very little savings. </member> <member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. + [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. </member> <member name="rendering/textures/vram_compression/import_etc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures. + [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. </member> <member name="rendering/textures/vram_compression/import_etc2" type="bool" setter="" getter="" default="true"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the Vulkan renderer. + [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. </member> <member name="rendering/textures/vram_compression/import_pvrtc" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS. + [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. </member> <member name="rendering/textures/vram_compression/import_s3tc" type="bool" setter="" getter="" default="true"> 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. </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"> + </member> + <member name="rendering/vulkan/rendering/back_end.mobile" type="int" setter="" getter="" default="1"> + </member> <member name="rendering/vulkan/staging_buffer/block_size_kb" type="int" setter="" getter="" default="256"> </member> <member name="rendering/vulkan/staging_buffer/max_size_mb" type="int" setter="" getter="" default="128"> </member> <member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64"> </member> - <member name="world/2d/cell_size" type="int" setter="" getter="" default="100"> - Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels). + <member name="rendering/xr/enabled" type="bool" setter="" getter="" default="false"> + If [code]true[/code], XR support is enabled in Godot, this ensures required shaders are compiled. </member> </members> <constants> |