diff options
Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 25 |
1 files changed, 12 insertions, 13 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 00966ca097..d38c3fc0d8 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -542,6 +542,14 @@ <member name="editor/node_naming/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=""""> + The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself. + It is possible to make another executable run Godot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder. + For example, this can be used to force the project to run on the dedicated GPU in a NVIDIA Optimus system on Linux: + [codeblock] + prime-run %command% + [/codeblock] + </member> <member name="editor/script/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray( "gd", "shader" )"> 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. </member> @@ -1189,12 +1197,6 @@ The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used. If in doubt, leave this setting empty. </member> - <member name="physics/2d/bp_hash_table_size" type="int" setter="" getter="" default="4096"> - 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 (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. @@ -1231,9 +1233,6 @@ 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. - </member> <member name="physics/2d/physics_engine" type="String" setter="" getter="" default=""DEFAULT""> 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. @@ -1356,10 +1355,6 @@ [b]FIXME:[/b] No longer valid after DisplayServer split: In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time. </member> - <member name="rendering/driver/rd_renderer/use_low_end_renderer" type="bool" setter="" getter="" default="false"> - </member> - <member name="rendering/driver/rd_renderer/use_low_end_renderer.mobile" type="bool" setter="" getter="" default="true"> - </member> <member name="rendering/driver/threads/thread_model" type="int" setter="" getter="" default="1"> Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter. </member> @@ -1583,6 +1578,10 @@ </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"> + </member> + <member name="rendering/vulkan/rendering/back_end.mobile" type="int" setter="" getter="" default="1"> + </member> <member name="rendering/vulkan/staging_buffer/block_size_kb" type="int" setter="" getter="" default="256"> </member> <member name="rendering/vulkan/staging_buffer/max_size_mb" type="int" setter="" getter="" default="128"> |