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-rw-r--r--doc/classes/ProjectSettings.xml22
1 files changed, 17 insertions, 5 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index e4bbd5cfd8..298f70543e 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -460,19 +460,24 @@
If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
</member>
<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
- Force the window to be always on top.
+ Forces the main window to be always on top.
+ [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/borderless" type="bool" setter="" getter="" default="false">
- Force the window to be borderless.
+ Forces the main window to be borderless.
+ [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/fullscreen" type="bool" setter="" getter="" default="false">
- Sets the window to full screen when it starts.
+ Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
+ Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
+ [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/height" type="int" setter="" getter="" default="600">
Sets the game's main viewport height. 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/size/resizable" type="bool" setter="" getter="" default="true">
Allows the window to be resizable by default.
+ [b]Note:[/b] This setting is ignored on iOS and Android.
</member>
<member name="display/window/size/test_height" type="int" setter="" getter="" default="0">
If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.
@@ -843,6 +848,8 @@
<member name="logging/file_logging/max_log_files" type="int" setter="" getter="" default="5">
Specifies the maximum amount of log files allowed (used for rotation).
</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>
@@ -1053,8 +1060,11 @@
</member>
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
</member>
- <member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="" default="false">
- If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
+ <member name="rendering/quality/2d/snap_2d_transforms_to_pixel" type="bool" setter="" getter="" default="false">
+ </member>
+ <member name="rendering/quality/2d/snap_2d_vertices_to_pixel" type="bool" setter="" getter="" default="false">
+ </member>
+ <member name="rendering/quality/2d_shadow_atlas/size" type="int" setter="" getter="" default="2048">
</member>
<member name="rendering/quality/depth_of_field/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="2">
Sets the quality of the depth of field effect. Higher quality takes more samples, which is slower but looks smoother.
@@ -1151,6 +1161,8 @@
</member>
<member name="rendering/quality/screen_filters/screen_space_roughness_limiter_limit" type="float" setter="" getter="" default="0.18">
</member>
+ <member name="rendering/quality/screen_filters/use_debanding" type="bool" setter="" getter="" default="false">
+ </member>
<member name="rendering/quality/screen_space_reflection/roughness_quality" type="int" setter="" getter="" default="1">
Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better.
</member>