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-rw-r--r--doc/classes/ProjectSettings.xml18
1 files changed, 12 insertions, 6 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 0b7c0a63ad..4516fc522a 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -102,7 +102,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
- Returns true if the specified property exists and its initial value differs from the current value.
+ Returns true if the specified property exists and its initial value differs from the current value.
</description>
</method>
<method name="property_get_revert">
@@ -111,14 +111,14 @@
<argument index="0" name="name" type="String">
</argument>
<description>
- Returns the initial value of the specified property. Returns null if the property does not exist.
+ Returns the initial value of the specified property. Returns null if the property does not exist.
</description>
</method>
<method name="save">
<return type="int" enum="Error">
</return>
<description>
- Saves the configuration to the project.godot file.
+ Saves the configuration to the project.godot file.
</description>
</method>
<method name="save_custom">
@@ -127,7 +127,7 @@
<argument index="0" name="file" type="String">
</argument>
<description>
- Saves the configuration to a custom file.
+ Saves the configuration to a custom file.
</description>
</method>
<method name="set_initial_value">
@@ -213,8 +213,6 @@
<member name="audio/mix_rate" type="int" setter="" getter="">
Mix rate used for audio. In general, it's better to not touch this and leave it to the host operating system.
</member>
- <member name="audio/output_latency" type="int" setter="" getter="">
- </member>
<member name="audio/video_delay_compensation_ms" type="int" setter="" getter="">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
</member>
@@ -697,6 +695,14 @@
</member>
<member name="rendering/quality/reflections/texture_array_reflections.mobile" type="bool" setter="" getter="">
</member>
+ <member name="rendering/quality/shading/force_blinn_over_ggx" type="bool" setter="" getter="">
+ </member>
+ <member name="rendering/quality/shading/force_blinn_over_ggx.mobile" type="bool" setter="" getter="">
+ </member>
+ <member name="rendering/quality/shading/force_lambert_over_burley" type="bool" setter="" getter="">
+ </member>
+ <member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="">
+ </member>
<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="">
Force vertex shading for all rendering. This can increase performance a lot, but also reduces quality inmensely. Can work to optimize on very low end mobile.
</member>