diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 18 |
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> |