diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
| -rw-r--r-- | doc/classes/ProjectSettings.xml | 105 |
1 files changed, 84 insertions, 21 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 9e1c751662..c30747eac1 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -60,6 +60,18 @@ Clears the whole configuration (not recommended, may break things). </description> </method> + <method name="get_global_class_list"> + <return type="Dictionary[]" /> + <description> + Returns an [Array] of registered global classes. Each global class is represented as a [Dictionary] that contains the following entries: + - [code]base[/code] is a name of the base class; + - [code]class[/code] is a name of the registered global class; + - [code]icon[/code] is a path to a custom icon of the global class, if it has any; + - [code]language[/code] is a name of a programming language in which the global class is written; + - [code]path[/code] is a path to a file containing the global class. + [b]Note:[/b] Both the script and the icon paths are local to the project filesystem, i.e. they start with [code]res://[/code]. + </description> + </method> <method name="get_order" qualifiers="const"> <return type="int" /> <param index="0" name="name" type="String" /> @@ -384,6 +396,9 @@ <member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to true. </member> + <member name="debug/gdscript/warnings/confusable_identifier" type="int" setter="" getter="" default="1"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an identifier contains characters that can be confused with something else, like when mixing different alphabets. + </member> <member name="debug/gdscript/warnings/constant_used_as_function" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a constant is used as a function. </member> @@ -402,11 +417,20 @@ <member name="debug/gdscript/warnings/function_used_as_property" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a function as if it is a property. </member> + <member name="debug/gdscript/warnings/get_node_default_without_onready" type="int" setter="" getter="" default="2"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when [method Node.get_node] (or the shorthand [code]$[/code]) is used as default value of a class variable without the [code]@onready[/code] annotation. + </member> <member name="debug/gdscript/warnings/incompatible_ternary" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a ternary operator may emit values with incompatible types. </member> - <member name="debug/gdscript/warnings/int_assigned_to_enum" type="int" setter="" getter="" default="1"> - When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to assign an integer to a variable that expects an enum value. + <member name="debug/gdscript/warnings/inference_on_variant" type="int" setter="" getter="" default="2"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a static inferred type uses a [Variant] as initial value, which makes the static type to also be Variant. + </member> + <member name="debug/gdscript/warnings/int_as_enum_without_cast" type="int" setter="" getter="" default="1"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to use an integer as an enum without an explicit cast. + </member> + <member name="debug/gdscript/warnings/int_as_enum_without_match" type="int" setter="" getter="" default="1"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to use an integer as an enum when there is no matching enum member for that numeric value. </member> <member name="debug/gdscript/warnings/integer_division" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when dividing an integer by another integer (the decimal part will be discarded). @@ -414,12 +438,21 @@ <member name="debug/gdscript/warnings/narrowing_conversion" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when passing a floating-point value to a function that expects an integer (it will be converted and lose precision). </member> + <member name="debug/gdscript/warnings/native_method_override" type="int" setter="" getter="" default="2"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a method in the script overrides a native method, because it may not behave as expected. + </member> + <member name="debug/gdscript/warnings/onready_with_export" type="int" setter="" getter="" default="2"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when the [code]@onready[/code] annotation is used together with the [code]@export[/code] annotation, since it may not behave as expected. + </member> <member name="debug/gdscript/warnings/property_used_as_function" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a property as if it is a function. </member> <member name="debug/gdscript/warnings/redundant_await" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function that is not a coroutine is called with await. </member> + <member name="debug/gdscript/warnings/renamed_in_godot_4_hint" type="bool" setter="" getter="" default="1"> + When enabled, using a property, enum, or function that was renamed since Godot 3 will produce a hint if an error occurs. + </member> <member name="debug/gdscript/warnings/return_value_discarded" type="int" setter="" getter="" default="0"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum. </member> @@ -468,6 +501,9 @@ <member name="debug/gdscript/warnings/unsafe_property_access" type="int" setter="" getter="" default="0"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when accessing a property whose presence is not guaranteed at compile-time in the class. </member> + <member name="debug/gdscript/warnings/unsafe_void_return" type="int" setter="" getter="" default="1"> + When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when returning a call from a [code]void[/code] function when such call cannot be guaranteed to be also [code]void[/code]. + </member> <member name="debug/gdscript/warnings/unused_local_constant" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local constant is never used. </member> @@ -516,9 +552,21 @@ <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/agent_path_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 1)"> + Color to display enabled navigation agent paths when an agent has debug enabled. + </member> + <member name="debug/shapes/navigation/agent_path_point_size" type="float" setter="" getter="" default="4.0"> + Rasterized size (pixel) used to render navigation agent path points when an agent has debug enabled. + </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> + <member name="debug/shapes/navigation/enable_agent_paths" type="bool" setter="" getter="" default="true"> + If enabled, displays navigation agent paths when an agent has debug enabled. + </member> + <member name="debug/shapes/navigation/enable_agent_paths_xray" type="bool" setter="" getter="" default="true"> + If enabled, displays navigation agent paths through geometry when an agent has debug enabled. + </member> <member name="debug/shapes/navigation/enable_edge_connections" type="bool" setter="" getter="" default="true"> If enabled, displays edge connections between navigation regions when "Visible Navigation" is enabled in the Debug menu. </member> @@ -615,8 +663,17 @@ Main window content is expanded to the full size of the window. Unlike a borderless window, the frame is left intact and can be used to resize the window, and the title bar is transparent, but has minimize/maximize/close buttons. [b]Note:[/b] This setting is implemented only on macOS. </member> - <member name="display/window/size/initial_screen" type="int" setter="" getter="" default="-2"> - Main window initial screen. + <member name="display/window/size/initial_position" type="Vector2i" setter="" getter="" default="Vector2i(0, 0)"> + Main window initial position (in virtual desktop coordinates), this settings is used only if [member display/window/size/initial_position_type] is set to "Absolute" ([code]0[/code]). + </member> + <member name="display/window/size/initial_position_type" type="int" setter="" getter="" default="1"> + Main window initial position. + [code]0[/code] - "Absolute", [member display/window/size/initial_position] is used to set window position. + [code]1[/code] - "Primary Screen Center". + [code]2[/code] - "Other Screen Center", [member display/window/size/initial_screen] is used to set window position. + </member> + <member name="display/window/size/initial_screen" type="int" setter="" getter="" default="0"> + Main window initial screen, this settings is used only if [member display/window/size/initial_position_type] is set to "Other Screen Center" ([code]2[/code]). </member> <member name="display/window/size/mode" type="int" setter="" getter="" default="0"> Main window mode. See [enum DisplayServer.WindowMode] for possible values and how each mode behaves. @@ -650,7 +707,15 @@ <member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1"> Sets the V-Sync mode for the main game window. 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. + Depending on the platform and used renderer, the engine will fall back to [code]Enabled[/code] if the desired mode is not supported. + [b]Note:[/b] This property is only read when the project starts. To change the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] instead. + </member> + <member name="dotnet/project/assembly_name" type="String" setter="" getter="" default=""""> + Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly. + </member> + <member name="dotnet/project/solution_directory" type="String" setter="" getter="" default=""""> + Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files. + Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other. </member> <member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false"> If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate. @@ -678,10 +743,16 @@ <member name="editor/movie_writer/speaker_mode" type="int" setter="" getter="" default="0"> The speaker mode to use in the recorded audio when writing a movie. See [enum AudioServer.SpeakerMode] for possible values. </member> - <member name="editor/node_naming/name_casing" type="int" setter="" getter="" default="0"> + <member name="editor/naming/default_signal_callback_name" type="String" setter="" getter="" default=""_on_{node_name}_{signal_name}""> + The format of the default signal callback name (in the Signal Connection Dialog). The following substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], and [code]{signal_name}[/code]. + </member> + <member name="editor/naming/default_signal_callback_to_self_name" type="String" setter="" getter="" default=""_on_{signal_name}""> + The format of the default signal callback name when a signal connects to the same node that emits it (in the Signal Connection Dialog). The following substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], and [code]{signal_name}[/code]. + </member> + <member name="editor/naming/node_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> - <member name="editor/node_naming/name_num_separator" type="int" setter="" getter="" default="0"> + <member name="editor/naming/node_name_num_separator" type="int" setter="" getter="" default="0"> What to use to separate node name from number. This is mostly an editor setting. </member> <member name="editor/run/main_run_args" type="String" setter="" getter="" default=""""> @@ -1708,7 +1779,7 @@ [/gdscript] [csharp] // Set the default gravity strength to 980. - PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.Gravity, 980); + PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, PhysicsServer2D.AreaParameter.Gravity, 980); [/csharp] [/codeblocks] </member> @@ -1722,7 +1793,7 @@ [/gdscript] [csharp] // Set the default gravity direction to `Vector2(0, 1)`. - PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down) + PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down) [/csharp] [/codeblocks] </member> @@ -2256,20 +2327,12 @@ <member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. </member> - <member name="rendering/textures/vram_compression/import_bptc" type="bool" setter="" getter="" default="false"> - If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the Vulkan renderer. - [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/import_etc" type="bool" setter="" getter="" default="false"> - If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures. - [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/import_etc2" type="bool" setter="" getter="" default="true"> - If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the Vulkan renderer. + <member name="rendering/textures/vram_compression/import_etc2_astc" type="bool" setter="" getter="" default="false"> + If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normalmaps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4x4 block size). [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/import_s3tc" type="bool" setter="" getter="" default="true"> - 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. + <member name="rendering/textures/vram_compression/import_s3tc_bptc" type="bool" setter="" getter="" default="true"> + If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC 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/webp_compression/compression_method" type="int" setter="" getter="" default="2"> |