diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 21 |
1 files changed, 10 insertions, 11 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 25106c3154..ed124d1d15 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -196,6 +196,9 @@ <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"> + If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size. + </member> <member name="application/boot_splash/image" type="String" setter="" getter="" default=""""> Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead. [b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code]. @@ -203,9 +206,6 @@ <member name="application/boot_splash/show_image" type="bool" setter="" getter="" default="true"> If [code]true[/code], displays the image specified in [member application/boot_splash/image] when the engine starts. If [code]false[/code], only displays the plain color specified in [member application/boot_splash/bg_color]. </member> - <member name="application/boot_splash/stretch_mode" type="int" setter="" getter="" default="1"> - Specifies how the splash image will be stretched. See [enum RenderingServer.SplashStretchMode] constants for more information. - </member> <member name="application/boot_splash/use_filter" type="bool" setter="" getter="" default="true"> If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art). </member> @@ -564,8 +564,7 @@ <member name="gui/theme/custom_font" type="String" setter="" getter="" default=""""> Path to a custom [Font] resource to use as default for all GUI elements of the project. </member> - <member name="gui/theme/use_hidpi" type="bool" setter="" getter="" default="false"> - If [code]true[/code], makes sure the theme used works with HiDPI. + <member name="gui/theme/default_theme_scale" type="float" setter="" getter="" default="1.0"> </member> <member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000"> Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds). @@ -1332,10 +1331,10 @@ The policy to use for unhandled Mono (C#) exceptions. The default "Terminate Application" exits the project as soon as an unhandled exception is thrown. "Log Error" logs an error message to the console instead, and will not interrupt the project execution when an unhandled exception is thrown. [b]Note:[/b] The unhandled exception policy is always set to "Log Error" in the editor, which also includes C# [code]tool[/code] scripts running within the editor as well as editor plugin code. </member> - <member name="navigation/2d/default_cell_size" type="int" setter="" getter="" default="10"> + <member name="navigation/2d/default_cell_size" type="int" setter="" getter="" default="1"> 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"> + <member name="navigation/2d/default_edge_connection_margin" type="int" setter="" getter="" default="1"> 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"> @@ -1415,8 +1414,8 @@ Sets which physics engine to use for 2D physics. "DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented. </member> - <member name="physics/2d/run_on_thread" type="bool" setter="" getter="" default="false"> - Sets whether 2D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process. + <member name="physics/2d/run_on_separate_thread" type="bool" setter="" getter="" default="false"> + If [code]true[/code], the 2D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 2D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process. </member> <member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626"> Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. @@ -1487,8 +1486,8 @@ Sets which physics engine to use for 3D physics. "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative. </member> - <member name="physics/3d/run_on_thread" type="bool" setter="" getter="" default="false"> - Sets whether 3D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process. + <member name="physics/3d/run_on_separate_thread" type="bool" setter="" getter="" default="false"> + If [code]true[/code], the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process. </member> <member name="physics/3d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626"> Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. |