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-rw-r--r--doc/classes/ProjectSettings.xml18
1 files changed, 14 insertions, 4 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 38d65f6338..91998ead34 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -9,6 +9,9 @@
[b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary.
</description>
<tutorials>
+ <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
+ <link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
+ <link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
<methods>
<method name="add_property_info">
@@ -466,7 +469,7 @@
[b]Note:[/b] This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.
</member>
<member name="editor/script_templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">
- Search path for project-specific script templates. Script templates will be search both in the editor-specific path and in this project-specific path.
+ Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
</member>
<member name="editor/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray( &quot;gd&quot;, &quot;shader&quot; )">
Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
@@ -555,6 +558,9 @@
<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false">
If [code]true[/code], sends touch input events when clicking or dragging the mouse.
</member>
+ <member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
+ Default delay for touch events. This only affects iOS devices.
+ </member>
<member name="layer_names/2d_physics/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 1.
</member>
@@ -812,7 +818,7 @@
<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/message_queue/max_size_kb" type="int" setter="" getter="" default="1024">
+ <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>
<member name="memory/limits/multithreaded_server/rid_pool_prealloc" type="int" setter="" getter="" default="60">
@@ -873,10 +879,11 @@
Size of the hash table used for the broad-phase 2D hash grid algorithm.
</member>
<member name="physics/2d/cell_size" type="int" setter="" getter="" default="128">
- Cell size used for the broad-phase 2D hash grid algorithm.
+ Cell size used for the broad-phase 2D hash grid algorithm (in pixels).
</member>
<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
The default angular damp in 2D.
+ [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98">
The default gravity strength in 2D.
@@ -896,6 +903,7 @@
</member>
<member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1">
The default linear damp in 2D.
+ [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/2d/large_object_surface_threshold_in_cells" type="int" setter="" getter="" default="512">
Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.
@@ -922,6 +930,7 @@
</member>
<member name="physics/3d/default_angular_damp" type="float" setter="" getter="" default="0.1">
The default angular damp in 3D.
+ [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8">
The default gravity strength in 3D.
@@ -941,6 +950,7 @@
</member>
<member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1">
The default linear damp in 3D.
+ [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 3D physics.
@@ -1199,7 +1209,7 @@
<member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64">
</member>
<member name="world/2d/cell_size" type="int" setter="" getter="" default="100">
- Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses.
+ Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels).
</member>
</members>
<constants>