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-rw-r--r--doc/classes/ProjectSettings.xml111
1 files changed, 83 insertions, 28 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 1145798240..4c2cf330af 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -159,6 +159,15 @@
Sets the order of a configuration value (influences when saved to the config file).
</description>
</method>
+ <method name="set_restart_if_changed">
+ <return type="void" />
+ <param index="0" name="name" type="String" />
+ <param index="1" name="restart" type="bool" />
+ <description>
+ Sets whether a setting requires restarting the editor to properly take effect.
+ [b]Note:[/b] This is just a hint to display to the user that the editor must be restarted for changes to take effect. Enabling [method set_restart_if_changed] does [i]not[/i] delay the setting being set when changed.
+ </description>
+ </method>
<method name="set_setting">
<return type="void" />
<param index="0" name="name" type="String" />
@@ -477,9 +486,6 @@
<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)">
- Color of the disabled navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
- </member>
<member name="debug/shapes/navigation/edge_connection_color" type="Color" setter="" getter="" default="Color(1, 0, 1, 1)">
Color to display edge connections between navigation regions, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
@@ -504,9 +510,6 @@
<member name="debug/shapes/navigation/enable_link_connections_xray" type="bool" setter="" getter="" default="true">
If enabled, displays navigation link connections through geometry 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)">
- Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
- </member>
<member name="debug/shapes/navigation/geometry_edge_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 1)">
Color to display enabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
@@ -646,10 +649,22 @@
If [code]true[/code], Blender 3D scene files with the [code].blend[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a Blender executable in the editor settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 or later is required.
</member>
+ <member name="filesystem/import/blender/enabled.android" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/blender/enabled] on Android where Blender can't easily be accessed from Godot.
+ </member>
+ <member name="filesystem/import/blender/enabled.web" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/blender/enabled] on the Web where Blender can't easily be accessed from Godot.
+ </member>
<member name="filesystem/import/fbx/enabled" type="bool" setter="" getter="" default="true">
If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a FBX2glTF executable in the editor settings at [code]filesystem/import/fbx/fbx2gltf_path[/code].
</member>
+ <member name="filesystem/import/fbx/enabled.android" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF can't easily be accessed from Godot.
+ </member>
+ <member name="filesystem/import/fbx/enabled.web" type="bool" setter="" getter="" default="false">
+ Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF can't easily be accessed from Godot.
+ </member>
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
@@ -1494,8 +1509,8 @@
<member name="network/remote_fs/page_size" type="int" setter="" getter="" default="65536">
Page size used by remote filesystem (in bytes).
</member>
- <member name="network/ssl/certificate_bundle_override" type="String" setter="" getter="" default="&quot;&quot;">
- 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.
+ <member name="network/tls/certificate_bundle_override" type="String" setter="" getter="" default="&quot;&quot;">
+ The CA certificates bundle to use for TLS 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/default_angular_damp" type="float" setter="" getter="" default="1.0">
@@ -1699,13 +1714,6 @@
If [code]true[/code], performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed.
[b]Note:[/b] Only supported when using the Vulkan Clustered backend or the OpenGL backend. When using Vulkan Mobile there is no depth prepass performed.
</member>
- <member name="rendering/driver/driver_name" type="String" setter="" getter="" default="&quot;vulkan&quot;">
- The video driver to use.
- [b]Note:[/b] OpenGL support is currently incomplete. Only basic rendering is supported.
- [b]Note:[/b] The backend in use can be overridden at runtime via the [code]--rendering-driver[/code] command line argument.
- [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/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>
@@ -1776,11 +1784,32 @@
Enables filtering of the volumetric fog effect prior to integration. This substantially blurs the fog which reduces fine details but also smooths out harsh edges and aliasing artifacts. Disable when more detail is required.
</member>
<member name="rendering/environment/volumetric_fog/volume_depth" type="int" setter="" getter="" default="64">
- Number of slices to use along the depth of the froxel buffer for volumetric fog. A lower number will be more efficient but may result in artifacts appearing during camera movement.
+ Number of slices to use along the depth of the froxel buffer for volumetric fog. A lower number will be more efficient but may result in artifacts appearing during camera movement. See also [member Environment.volumetric_fog_length].
</member>
<member name="rendering/environment/volumetric_fog/volume_size" type="int" setter="" getter="" default="64">
Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance.
</member>
+ <member name="rendering/gl_compatibility/driver" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ Sets the driver to be used by the renderer when using the Compatibility renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
+ </member>
+ <member name="rendering/gl_compatibility/driver.android" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ Android override for [member rendering/gl_compatibility/driver].
+ </member>
+ <member name="rendering/gl_compatibility/driver.ios" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ iOS override for [member rendering/gl_compatibility/driver].
+ </member>
+ <member name="rendering/gl_compatibility/driver.linuxbsd" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ LinuxBSD override for [member rendering/gl_compatibility/driver].
+ </member>
+ <member name="rendering/gl_compatibility/driver.macos" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ macOS override for [member rendering/gl_compatibility/driver].
+ </member>
+ <member name="rendering/gl_compatibility/driver.web" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ Web override for [member rendering/gl_compatibility/driver].
+ </member>
+ <member name="rendering/gl_compatibility/driver.windows" type="String" setter="" getter="" default="&quot;opengl3&quot;">
+ Windows override for [member rendering/gl_compatibility/driver].
+ </member>
<member name="rendering/global_illumination/gi/use_half_resolution" type="bool" setter="" getter="" default="false">
If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting.
[b]Note:[/b] This property is only read when the project starts. To set half-resolution GI at run-time, call [method RenderingServer.gi_set_use_half_resolution] instead.
@@ -1941,6 +1970,44 @@
<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/renderer/rendering_method" type="String" setter="" getter="" default="&quot;forward_plus&quot;">
+ Sets the renderer that will be used by the project. Options are:
+ [b]Clustered[/b]: High-end renderer designed for Desktop devices. Has a higher base overhead, but scales well with complex scenes. Not suitable for older devices or mobile.
+ [b]Mobile[/b]: Modern renderer designed for mobile devices. Has a lower base overhead than Clustered, but does not scale as well to large scenes with many elements.
+ [b]Compatibility[/b]: Low-end renderer designed for older devices. Based on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs.
+ </member>
+ <member name="rendering/renderer/rendering_method.mobile" type="String" setter="" getter="" default="&quot;forward_plus&quot;">
+ Override for [member rendering/renderer/rendering_method] on mobile devices.
+ </member>
+ <member name="rendering/renderer/rendering_method.web" type="String" setter="" getter="" default="&quot;gl_compatibility&quot;">
+ Override for [member rendering/renderer/rendering_method] on web.
+ </member>
+ <member name="rendering/rendering_device/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
+ </member>
+ <member name="rendering/rendering_device/driver" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the clustered renderer or the mobile renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
+ </member>
+ <member name="rendering/rendering_device/driver.android" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ Android override for [member rendering/rendering_device/driver].
+ </member>
+ <member name="rendering/rendering_device/driver.ios" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ iOS override for [member rendering/rendering_device/driver].
+ </member>
+ <member name="rendering/rendering_device/driver.linuxbsd" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ LinuxBSD override for [member rendering/rendering_device/driver].
+ </member>
+ <member name="rendering/rendering_device/driver.macos" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ macOS override for [member rendering/rendering_device/driver].
+ </member>
+ <member name="rendering/rendering_device/driver.windows" type="String" setter="" getter="" default="&quot;vulkan&quot;">
+ Windows override for [member rendering/rendering_device/driver].
+ </member>
+ <member name="rendering/rendering_device/staging_buffer/block_size_kb" type="int" setter="" getter="" default="256">
+ </member>
+ <member name="rendering/rendering_device/staging_buffer/max_size_mb" type="int" setter="" getter="" default="128">
+ </member>
+ <member name="rendering/rendering_device/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64">
+ </member>
<member name="rendering/scaling_3d/fsr_sharpness" type="float" setter="" getter="" default="0.2">
Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
</member>
@@ -2022,18 +2089,6 @@
<member name="rendering/vrs/texture" type="String" setter="" getter="" default="&quot;&quot;">
If [member rendering/vrs/mode] is set to texture, this is the path to default texture loaded as the VRS image.
</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="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3">
</member>
<member name="threading/worker_pool/max_threads" type="int" setter="" getter="" default="-1">