diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 17 |
1 files changed, 12 insertions, 5 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 2c28a297cf..3d939a6926 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -553,6 +553,18 @@ See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application. Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code], if the desired mode is not supported. </member> + <member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false"> + </member> + <member name="editor/movie_writer/fps" type="int" setter="" getter="" default="60"> + </member> + <member name="editor/movie_writer/mix_rate_hz" type="int" setter="" getter="" default="48000"> + </member> + <member name="editor/movie_writer/mjpeg_quality" type="float" setter="" getter="" default="0.75"> + </member> + <member name="editor/movie_writer/movie_file" type="String" setter="" getter="" default=""""> + </member> + <member name="editor/movie_writer/speaker_mode" type="int" setter="" getter="" default="0"> + </member> <member name="editor/node_naming/name_casing" type="int" setter="" getter="" default="0"> When creating node names automatically, set the type of casing in this project. This is mostly an editor setting. </member> @@ -1933,11 +1945,6 @@ If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles. [b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].godot/imported/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]). </member> - <member name="rendering/textures/vram_compression/minimum_size" type="int" setter="" getter="" default="512"> - When a texture is detected as used in 3D in the editor, only enable VRAM compression if its size is greater than or equal to [code]minimum_size * minimum_size[/code] pixels. This is done to prevent reducing texture quality when it doesn't save much video memory, especially for pixel art. - For non-square textures, the pixel count is used. For example, with [member rendering/textures/vram_compression/minimum_size] set to [code]512[/code], a 512×512 texture will use VRAM compression, while 256×256 textures, 256×512 and 1024×64 textures will keep their existing compression mode (Lossless by default). - [b]Note:[/b] This project setting only affects textures that are detected to be used in 3D at a given time. Textures that were already imported will not be affected by changes to this setting. To force 3D detection to occur again, select a texture in the FileSystem dock, change its Detect 3D import option in the Import dock to [b]VRAM Compressed[/b] or [b]Basis Universal[/b] then click [b]Reimport[/b]. - </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"> |