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-rw-r--r--doc/classes/ProjectSettings.xml13
1 files changed, 10 insertions, 3 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index fae88a401b..9990b38925 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -208,7 +208,7 @@
If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
</member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default="&quot;&quot;">
- This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
+ This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
</member>
<member name="application/config/description" type="String" setter="" getter="" default="&quot;&quot;">
@@ -235,7 +235,8 @@
[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings.
</member>
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
- If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code].
+ If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]&lt;OS user data directory&gt;/&lt;project name&gt;[/code] directory will be used. If [code]false[/code], the project will save user data to [code]&lt;OS user data directory&gt;/Godot/app_userdata/&lt;project name&gt;[/code].
+ See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Godot projects[/url]. This setting is only effective on desktop platforms.
</member>
<member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true">
If [code]true[/code], the project will use a hidden directory ([code].godot[/code]) for storing project-specific data (metadata, shader cache, etc.).
@@ -341,6 +342,9 @@
<member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="" default="27">
Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
</member>
+ <member name="debug/disable_touch" type="bool" setter="" getter="" default="false">
+ Disable touch input. Only has effect on iOS.
+ </member>
<member name="debug/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false">
If [code]true[/code], logs all output to files.
</member>
@@ -552,7 +556,7 @@
Position offset for tooltips, relative to the mouse cursor's hotspot.
</member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="true">
- If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
+ If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
[b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks are not supported there.
</member>
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
@@ -2013,6 +2017,9 @@
<member name="rendering/lightmapping/bake_quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024">
The number of rays to use for baking lightmaps with [LightmapGI] when [member LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA].
</member>
+ <member name="rendering/lightmapping/primitive_meshes/texel_size" type="float" setter="" getter="" default="0.2">
+ The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled.
+ </member>
<member name="rendering/lightmapping/probe_capture/update_speed" type="float" setter="" getter="" default="15">
The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.
</member>