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Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 192 |
1 files changed, 137 insertions, 55 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 7fdac7ccd4..a8b4129061 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="ProjectSettings" inherits="Object" version="4.0"> +<class name="ProjectSettings" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Contains global variables accessible from everywhere. </brief_description> @@ -188,6 +188,7 @@ ProjectSettings.SetSetting("application/config/name", "Example"); [/csharp] [/codeblocks] + This can also be used to erase custom project settings. To do this change the setting value to [code]null[/code]. </description> </method> </methods> @@ -225,6 +226,9 @@ The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup. [b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information. </member> + <member name="application/config/name_localized" type="Dictionary" setter="" getter="" default="{}"> + Translations of the project's name. This setting is used by OS tools to translate application name on Android, iOS and macOS. + </member> <member name="application/config/project_settings_override" type="String" setter="" getter="" default=""""> Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information. [b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings. @@ -330,9 +334,6 @@ <member name="debug/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="debug/gdscript/completion/autocomplete_setters_and_getters" type="bool" setter="" getter="" default="false"> - If [code]true[/code], displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards. - </member> <member name="debug/gdscript/warnings/assert_always_false" type="bool" setter="" getter="" default="true"> </member> <member name="debug/gdscript/warnings/assert_always_true" type="bool" setter="" getter="" default="true"> @@ -358,6 +359,8 @@ <member name="debug/gdscript/warnings/incompatible_ternary" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when a ternary operator may emit values with incompatible types. </member> + <member name="debug/gdscript/warnings/int_assigned_to_enum" type="bool" setter="" getter="" default="true"> + </member> <member name="debug/gdscript/warnings/integer_division" type="bool" setter="" getter="" default="true"> If [code]true[/code], enables warnings when dividing an integer by another integer (the decimal part will be discarded). </member> @@ -432,8 +435,9 @@ </member> <member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0"> Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging. - If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. + If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. See also [member physics/common/physics_ticks_per_second]. This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions. + [b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.target_fps] instead. </member> <member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024"> Maximum call stack allowed for debugging GDScript. @@ -479,15 +483,16 @@ <member name="display/mouse_cursor/tooltip_position_offset" type="Vector2" setter="" getter="" default="Vector2(10, 10)"> Position offset for tooltips, relative to the mouse cursor's hotspot. </member> - <member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="false"> - If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 platform. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there. + <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 HTML5. 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. + [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"> If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms. </member> <member name="display/window/handheld/orientation" type="int" setter="" getter="" default="0"> The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values. - [b]Note:[/b] When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set [member display/window/size/width] and [member display/window/size/height] accordingly. + [b]Note:[/b] When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set [member display/window/size/viewport_width] and [member display/window/size/viewport_height] accordingly. </member> <member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true"> If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button. @@ -505,21 +510,23 @@ Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode. [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5. </member> - <member name="display/window/size/height" type="int" setter="" getter="" default="600"> - Sets the game's main viewport height. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled. - </member> <member name="display/window/size/resizable" type="bool" setter="" getter="" default="true"> Allows the window to be resizable by default. [b]Note:[/b] This setting is ignored on iOS and Android. </member> - <member name="display/window/size/test_height" type="int" setter="" getter="" default="0"> - If greater than zero, overrides the window height when running the game. Useful for testing stretch modes. + <member name="display/window/size/viewport_height" type="int" setter="" getter="" default="600"> + Sets the game's main viewport height. On desktop platforms, this is also the initial window height. + </member> + <member name="display/window/size/viewport_width" type="int" setter="" getter="" default="1024"> + Sets the game's main viewport width. On desktop platforms, this is also the initial window width. </member> - <member name="display/window/size/test_width" type="int" setter="" getter="" default="0"> - If greater than zero, overrides the window width when running the game. Useful for testing stretch modes. + <member name="display/window/size/window_height_override" type="int" setter="" getter="" default="0"> + On desktop platforms, sets the game's initial window height. + [b]Note:[/b] By default, or when set to 0, the initial window height is the [member display/window/size/viewport_height]. This setting is ignored on iOS, Android, and HTML5. </member> - <member name="display/window/size/width" type="int" setter="" getter="" default="1024"> - Sets the game's main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled. + <member name="display/window/size/window_width_override" type="int" setter="" getter="" default="0"> + On desktop platforms, sets the game's initial window width. + [b]Note:[/b] By default, or when set to 0, the initial window width is the viewport [member display/window/size/viewport_width]. This setting is ignored on iOS, Android, and HTML5. </member> <member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1"> Sets the VSync mode for the main game window. @@ -560,8 +567,16 @@ <member name="gui/theme/custom_font" type="String" setter="" getter="" default=""""> Path to a custom [Font] resource to use as default for all GUI elements of the project. </member> - <member name="gui/theme/use_hidpi" type="bool" setter="" getter="" default="false"> - If [code]true[/code], makes sure the theme used works with HiDPI. + <member name="gui/theme/default_font_antialiased" type="bool" setter="" getter="" default="true"> + If set to [code]true[/code], default font uses 8-bit anitialiased glyph rendering. See [member FontData.antialiased]. + </member> + <member name="gui/theme/default_font_hinting" type="int" setter="" getter="" default="1"> + Default font hinting mode. See [member FontData.hinting]. + </member> + <member name="gui/theme/default_font_subpixel_positioning" type="int" setter="" getter="" default="1"> + Default font glyph sub-pixel positioning mode. See [member FontData.subpixel_positioning]. + </member> + <member name="gui/theme/default_theme_scale" type="float" setter="" getter="" default="1.0"> </member> <member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000"> Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds). @@ -1328,10 +1343,10 @@ The policy to use for unhandled Mono (C#) exceptions. The default "Terminate Application" exits the project as soon as an unhandled exception is thrown. "Log Error" logs an error message to the console instead, and will not interrupt the project execution when an unhandled exception is thrown. [b]Note:[/b] The unhandled exception policy is always set to "Log Error" in the editor, which also includes C# [code]tool[/code] scripts running within the editor as well as editor plugin code. </member> - <member name="navigation/2d/default_cell_size" type="int" setter="" getter="" default="10"> + <member name="navigation/2d/default_cell_size" type="int" setter="" getter="" default="1"> Default cell size for 2D navigation maps. See [method NavigationServer2D.map_set_cell_size]. </member> - <member name="navigation/2d/default_edge_connection_margin" type="int" setter="" getter="" default="5"> + <member name="navigation/2d/default_edge_connection_margin" type="int" setter="" getter="" default="1"> Default edge connection margin for 2D navigation maps. See [method NavigationServer2D.map_set_edge_connection_margin]. </member> <member name="navigation/3d/default_cell_size" type="float" setter="" getter="" default="0.3"> @@ -1411,8 +1426,8 @@ Sets which physics engine to use for 2D physics. "DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented. </member> - <member name="physics/2d/run_on_thread" type="bool" setter="" getter="" default="false"> - Sets whether 2D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process. + <member name="physics/2d/run_on_separate_thread" type="bool" setter="" getter="" default="false"> + If [code]true[/code], the 2D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 2D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process. </member> <member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626"> Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. @@ -1420,6 +1435,26 @@ <member name="physics/2d/sleep_threshold_linear" type="float" setter="" getter="" default="2.0"> Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]. </member> + <member name="physics/2d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.3"> + Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]. + </member> + <member name="physics/2d/solver/contact_max_separation" type="float" setter="" getter="" default="1.5"> + Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION]. + </member> + <member name="physics/2d/solver/contact_recycle_radius" type="float" setter="" getter="" default="1.0"> + Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS]. + </member> + <member name="physics/2d/solver/default_constraint_bias" type="float" setter="" getter="" default="0.2"> + Default solver bias for all physics constraints. Defines how much bodies react to enforce constraints. See [constant PhysicsServer2D.SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS]. + Individual constraints can have a specific bias value (see [member Joint2D.bias]). + </member> + <member name="physics/2d/solver/default_contact_bias" type="float" setter="" getter="" default="0.8"> + Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_DEFAULT_BIAS]. + Individual shapes can have a specific bias value (see [member Shape2D.custom_solver_bias]). + </member> + <member name="physics/2d/solver/solver_iterations" type="int" setter="" getter="" default="16"> + Number of solver iterations for all contacts and constraints. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS]. + </member> <member name="physics/2d/time_before_sleep" type="float" setter="" getter="" default="0.5"> Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]. </member> @@ -1461,16 +1496,35 @@ </member> <member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT""> Sets which physics engine to use for 3D physics. - "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative. + "DEFAULT" and "GodotPhysics3D" are the same, as there is currently no alternative 3D physics server implemented. </member> - <member name="physics/3d/run_on_thread" type="bool" setter="" getter="" default="false"> - Sets whether 3D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process. + <member name="physics/3d/run_on_separate_thread" type="bool" setter="" getter="" default="false"> + If [code]true[/code], the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process. </member> <member name="physics/3d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626"> + Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. </member> <member name="physics/3d/sleep_threshold_linear" type="float" setter="" getter="" default="0.1"> + Threshold linear velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]. + </member> + <member name="physics/3d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.01"> + Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]. + </member> + <member name="physics/3d/solver/contact_max_separation" type="float" setter="" getter="" default="0.05"> + Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION]. + </member> + <member name="physics/3d/solver/contact_recycle_radius" type="float" setter="" getter="" default="0.01"> + Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS]. + </member> + <member name="physics/3d/solver/default_contact_bias" type="float" setter="" getter="" default="0.8"> + Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS]. + Individual shapes can have a specific bias value (see [member Shape3D.custom_solver_bias]). + </member> + <member name="physics/3d/solver/solver_iterations" type="int" setter="" getter="" default="16"> + Number of solver iterations for all contacts and constraints. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS]. </member> <member name="physics/3d/time_before_sleep" type="float" setter="" getter="" default="0.5"> + Time (in seconds) of inactivity before which a 3D physics body will put to sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]. </member> <member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true"> Enables [member Viewport.physics_object_picking] on the root viewport. @@ -1481,8 +1535,9 @@ [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead. </member> <member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60"> - The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. + The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member debug/settings/fps/force_fps]. [b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead. + [b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS. </member> <member name="rendering/2d/opengl/batching_send_null" type="int" setter="" getter="" default="0"> </member> @@ -1556,11 +1611,9 @@ <member name="rendering/camera/depth_of_field/depth_of_field_use_jitter" type="bool" setter="" getter="" default="false"> If [code]true[/code], jitters DOF samples to make effect slightly blurrier and hide lines created from low sample rates. This can result in a slightly grainy appearance when used with a low number of samples. </member> - <member name="rendering/driver/depth_prepass/disable_for_vendors" type="String" setter="" getter="" default=""PowerVR,Mali,Adreno,Apple""> - Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this. - </member> <member name="rendering/driver/depth_prepass/enable" type="bool" setter="" getter="" default="true"> - If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used. + 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 (not Vulkan Mobile or OpenGL). When using Vulkan Mobile or OpenGL, there is no depth prepass performed. </member> <member name="rendering/driver/driver_name" type="String" setter="" getter="" default=""vulkan""> The video driver to use. @@ -1576,7 +1629,7 @@ Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color]. </member> <member name="rendering/environment/defaults/default_environment" type="String" setter="" getter="" default=""""> - [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here. + [Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, you do not need to set this property. </member> <member name="rendering/environment/glow/upscale_mode" type="int" setter="" getter="" default="1"> Sets how the glow effect is upscaled before being copied onto the screen. Linear is faster, but looks blocky. Bicubic is slower but looks smooth. @@ -1602,15 +1655,30 @@ <member name="rendering/environment/ssao/fadeout_to" type="float" setter="" getter="" default="300.0"> Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances. </member> - <member name="rendering/environment/ssao/half_size" type="bool" setter="" getter="" default="false"> - If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. - </member> - <member name="rendering/environment/ssao/half_size.mobile" type="bool" setter="" getter="" default="true"> - Lower-end override for [member rendering/environment/ssao/half_size] on mobile devices, due to performance concerns. + <member name="rendering/environment/ssao/half_size" type="bool" setter="" getter="" default="true"> + If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. If [code]false[/code], screen-space ambient occlusion will be rendered at full size. </member> <member name="rendering/environment/ssao/quality" type="int" setter="" getter="" default="2"> Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssao/adaptive_target] setting. </member> + <member name="rendering/environment/ssil/adaptive_target" type="float" setter="" getter="" default="0.5"> + Quality target to use when [member rendering/environment/ssil/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. When using the adaptive target, the performance cost scales with the complexity of the scene. + </member> + <member name="rendering/environment/ssil/blur_passes" type="int" setter="" getter="" default="4"> + Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail. + </member> + <member name="rendering/environment/ssil/fadeout_from" type="float" setter="" getter="" default="50.0"> + Distance at which the screen-space indirect lighting effect starts to fade out. Use this hide screen-space indirect lighting at great distances. + </member> + <member name="rendering/environment/ssil/fadeout_to" type="float" setter="" getter="" default="300.0"> + Distance at which the screen-space indirect lighting is fully faded out. Use this hide screen-space indirect lighting at great distances. + </member> + <member name="rendering/environment/ssil/half_size" type="bool" setter="" getter="" default="true"> + If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges. + </member> + <member name="rendering/environment/ssil/quality" type="int" setter="" getter="" default="2"> + Sets the quality of the screen-space indirect lighting effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssil/adaptive_target] setting. + </member> <member name="rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01"> Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth. </member> @@ -1634,14 +1702,16 @@ <member name="rendering/gles2/compatibility/enable_high_float.Android" type="bool" setter="" getter="" default="false"> </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. </member> - <member name="rendering/global_illumination/sdfgi/frames_to_converge" type="int" setter="" getter="" default="4"> + <member name="rendering/global_illumination/sdfgi/frames_to_converge" type="int" setter="" getter="" default="5"> </member> <member name="rendering/global_illumination/sdfgi/frames_to_update_lights" type="int" setter="" getter="" default="2"> </member> <member name="rendering/global_illumination/sdfgi/probe_ray_count" type="int" setter="" getter="" default="1"> </member> - <member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="1"> + <member name="rendering/global_illumination/voxel_gi/quality" type="int" setter="" getter="" default="0"> </member> <member name="rendering/lightmapping/bake_performance/max_rays_per_pass" type="int" setter="" getter="" default="32"> </member> @@ -1680,12 +1750,19 @@ <member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600"> </member> <member name="rendering/mesh_lod/lod_change/threshold_pixels" type="float" setter="" getter="" default="1.0"> + The automatic LOD bias to use for meshes rendered within the [ReflectionProbe]. Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] to improve performance at the cost of geometry detail. + [b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD). + [b]Note:[/b] This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set [member Viewport.mesh_lod_threshold] on the root [Viewport]. </member> <member name="rendering/occlusion_culling/bvh_build_quality" type="int" setter="" getter="" default="2"> + The [url=https://en.wikipedia.org/wiki/Bounding_volume_hierarchy]BVH[/url] quality to use when rendering the occlusion culling buffer. Higher values will result in more accurate occlusion culling, at the cost of higher CPU usage. </member> <member name="rendering/occlusion_culling/occlusion_rays_per_thread" type="int" setter="" getter="" default="512"> + Higher values will result in more accurate occlusion culling, at the cost of higher CPU usage. The occlusion culling buffer's pixel count is roughly equal to [code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code], so it will depend on the system's CPU. Therefore, CPUs with fewer cores will use a lower resolution to attempt keeping performance costs even across devices. </member> <member name="rendering/occlusion_culling/use_occlusion_culling" type="bool" setter="" getter="" default="false"> + If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion culling in 3D in the root viewport. In custom viewports, [member Viewport.use_occlusion_culling] must be set to [code]true[/code] instead. + [b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it. Large open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges ([member GeometryInstance3D.visibility_range_begin] and [member GeometryInstance3D.visibility_range_end]) compared to occlusion culling. </member> <member name="rendering/reflections/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64"> Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM. @@ -1699,10 +1776,10 @@ <member name="rendering/reflections/sky_reflections/fast_filter_high_quality" type="bool" setter="" getter="" default="false"> Use a higher quality variant of the fast filtering algorithm. Significantly slower than using default quality, but results in smoother reflections. Should only be used when the scene is especially detailed. </member> - <member name="rendering/reflections/sky_reflections/ggx_samples" type="int" setter="" getter="" default="1024"> + <member name="rendering/reflections/sky_reflections/ggx_samples" type="int" setter="" getter="" default="32"> Sets the number of samples to take when using importance sampling for [Sky]s and [ReflectionProbe]s. A higher value will result in smoother, higher quality reflections, but increases time to calculate radiance maps. In general, fewer samples are needed for simpler, low dynamic range environments while more samples are needed for HDR environments and environments with a high level of detail. </member> - <member name="rendering/reflections/sky_reflections/ggx_samples.mobile" type="int" setter="" getter="" default="128"> + <member name="rendering/reflections/sky_reflections/ggx_samples.mobile" type="int" setter="" getter="" default="16"> Lower-end override for [member rendering/reflections/sky_reflections/ggx_samples] on mobile devices, due to performance concerns or driver support. </member> <member name="rendering/reflections/sky_reflections/roughness_layers" type="int" setter="" getter="" default="8"> @@ -1736,12 +1813,6 @@ </member> <member name="rendering/shader_compiler/shader_cache/use_zstd_compression" type="bool" setter="" getter="" default="true"> </member> - <member name="rendering/shading/overrides/force_blinn_over_ggx" type="bool" setter="" getter="" default="false"> - If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model. - </member> - <member name="rendering/shading/overrides/force_blinn_over_ggx.mobile" type="bool" setter="" getter="" default="true"> - Lower-end override for [member rendering/shading/overrides/force_blinn_over_ggx] on mobile devices, due to performance concerns or driver support. - </member> <member name="rendering/shading/overrides/force_lambert_over_burley" type="bool" setter="" getter="" default="false"> If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley. </member> @@ -1762,7 +1833,7 @@ <member name="rendering/shadows/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048"> Lower-end override for [member rendering/shadows/directional_shadow/size] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="3"> + <member name="rendering/shadows/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2"> Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. @@ -1790,7 +1861,7 @@ <member name="rendering/shadows/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048"> Lower-end override for [member rendering/shadows/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. </member> - <member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="3"> + <member name="rendering/shadows/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2"> Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy. [b]Note:[/b] The Soft Very Low setting will automatically multiply [i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in [member Light3D.shadow_blur], not the variable blur performed by [DirectionalLight3D]s' [member Light3D.light_angular_distance]. [b]Note:[/b] The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows. @@ -1828,10 +1899,6 @@ 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. [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_pvrtc" type="bool" setter="" getter="" default="false"> - If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS. - [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. [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]). @@ -1848,8 +1915,23 @@ </member> <member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64"> </member> - <member name="rendering/xr/enabled" type="bool" setter="" getter="" default="false"> - If [code]true[/code], XR support is enabled in Godot, this ensures required shaders are compiled. + <member name="xr/openxr/default_action_map" type="String" setter="" getter="" default=""res://default_action_map.tres""> + Action map configuration to load by default. + </member> + <member name="xr/openxr/enabled" type="bool" setter="" getter="" default="false"> + If [code]true[/code] Godot will setup and initialise OpenXR on startup. + </member> + <member name="xr/openxr/form_factor" type="int" setter="" getter="" default=""0""> + Specify whether OpenXR should be configured for an HMD or a hand held device. + </member> + <member name="xr/openxr/reference_space" type="int" setter="" getter="" default=""1""> + Specify the default reference space. + </member> + <member name="xr/openxr/view_configuration" type="int" setter="" getter="" default=""1""> + Specify the view configuration with which to configure OpenXR settting up either Mono or Stereo rendering. + </member> + <member name="xr/shaders/enabled" type="bool" setter="" getter="" default="false"> + If [code]true[/code], Godot will compile shaders required for XR. </member> </members> </class> |