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-rw-r--r--doc/classes/EditorImportPlugin.xml4
-rw-r--r--doc/classes/EditorSyntaxHighlighter.xml2
-rw-r--r--doc/classes/ProjectSettings.xml15
-rw-r--r--doc/classes/ScriptEditorBase.xml7
-rw-r--r--doc/classes/UndoRedo.xml14
5 files changed, 33 insertions, 9 deletions
diff --git a/doc/classes/EditorImportPlugin.xml b/doc/classes/EditorImportPlugin.xml
index f20f4adcdf..c5a44009d2 100644
--- a/doc/classes/EditorImportPlugin.xml
+++ b/doc/classes/EditorImportPlugin.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
EditorImportPlugins provide a way to extend the editor's resource import functionality. Use them to import resources from custom files or to provide alternatives to the editor's existing importers. Register your [EditorPlugin] with [method EditorPlugin.add_import_plugin].
- EditorImportPlugins work by associating with specific file extensions and a resource type. See [method _get_recognized_extensions] and [method _get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory.
+ EditorImportPlugins work by associating with specific file extensions and a resource type. See [method _get_recognized_extensions] and [method _get_resource_type]. They may optionally specify some import presets that affect the import process. EditorImportPlugins are responsible for creating the resources and saving them in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/project_data_dir_name]).
Below is an example EditorImportPlugin that imports a [Mesh] from a file with the extension ".special" or ".spec":
[codeblocks]
[gdscript]
@@ -197,7 +197,7 @@
<method name="_get_save_extension" qualifiers="virtual const">
<return type="String" />
<description>
- Gets the extension used to save this resource in the [code].godot/imported[/code] directory.
+ Gets the extension used to save this resource in the [code].godot/imported[/code] directory (see [member ProjectSettings.application/config/project_data_dir_name]).
</description>
</method>
<method name="_get_visible_name" qualifiers="virtual const">
diff --git a/doc/classes/EditorSyntaxHighlighter.xml b/doc/classes/EditorSyntaxHighlighter.xml
index 8880ce4d44..462323a067 100644
--- a/doc/classes/EditorSyntaxHighlighter.xml
+++ b/doc/classes/EditorSyntaxHighlighter.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
Base syntax highlighter resource all editor syntax highlighters extend from, it is used in the [ScriptEditor].
- Add a syntax highlighter to an individual script by calling ScriptEditorBase._add_syntax_highlighter (currently not working). To apply to all scripts on open, call [method ScriptEditor.register_syntax_highlighter]
+ Add a syntax highlighter to an individual script by calling [method ScriptEditorBase.add_syntax_highlighter]. To apply to all scripts on open, call [method ScriptEditor.register_syntax_highlighter]
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 5403bd48d5..eec06d6f82 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -221,6 +221,11 @@
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=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
</member>
+ <member name="application/config/project_data_dir_name" type="String" setter="" getter="" default="&quot;.godot&quot;">
+ The project data directory is used for storing project-specific data (metadata, shader cache, etc.).
+ [b]Note:[/b] Restart the application after changing this setting.
+ [b]Note:[/b] Changing this value can help on platforms or with third-party tools where specific directory patterns are disallowed. Only modify this setting if you know that your environment requires it, as changing the default can impact compatibility with some external tools or plugins which expect the default [code].godot[/code] folder.
+ </member>
<member name="application/config/project_settings_override" type="String" setter="" getter="" default="&quot;&quot;">
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.
@@ -1745,23 +1750,23 @@
</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.
+ [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/project_data_dir_name]).
</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.
+ [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/project_data_dir_name]).
</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.
- [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.
+ [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/project_data_dir_name]).
</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.
+ [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/project_data_dir_name]).
</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.
+ [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/project_data_dir_name]).
</member>
<member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
</member>
diff --git a/doc/classes/ScriptEditorBase.xml b/doc/classes/ScriptEditorBase.xml
index 1e72fe9090..88adeaf12f 100644
--- a/doc/classes/ScriptEditorBase.xml
+++ b/doc/classes/ScriptEditorBase.xml
@@ -9,6 +9,13 @@
<tutorials>
</tutorials>
<methods>
+ <method name="add_syntax_highlighter">
+ <return type="void" />
+ <argument index="0" name="highlighter" type="EditorSyntaxHighlighter" />
+ <description>
+ Adds a [EditorSyntaxHighlighter] to the open script.
+ </description>
+ </method>
<method name="get_base_editor" qualifiers="const">
<return type="Control" />
<description>
diff --git a/doc/classes/UndoRedo.xml b/doc/classes/UndoRedo.xml
index def6fe5d1f..044460f569 100644
--- a/doc/classes/UndoRedo.xml
+++ b/doc/classes/UndoRedo.xml
@@ -134,6 +134,12 @@
The way actions are merged is dictated by the [code]merge_mode[/code] argument. See [enum MergeMode] for details.
</description>
</method>
+ <method name="end_force_keep_in_merge_ends">
+ <return type="void" />
+ <description>
+ Stops marking operations as to be processed even if the action gets merged with another in the [constant MERGE_ENDS] mode. See [method start_force_keep_in_merge_ends].
+ </description>
+ </method>
<method name="get_action_name">
<return type="String" />
<argument index="0" name="id" type="int" />
@@ -190,6 +196,12 @@
Redo the last action.
</description>
</method>
+ <method name="start_force_keep_in_merge_ends">
+ <return type="void" />
+ <description>
+ Marks the next "do" and "undo" operations to be processed even if the action gets merged with another in the [constant MERGE_ENDS] mode. Return to normal operation using [method end_force_keep_in_merge_ends].
+ </description>
+ </method>
<method name="undo">
<return type="bool" />
<description>
@@ -209,7 +221,7 @@
Makes "do"/"undo" operations stay in separate actions.
</constant>
<constant name="MERGE_ENDS" value="1" enum="MergeMode">
- Makes so that the action's "do" operation is from the first action created and the "undo" operation is from the last subsequent action with the same name.
+ Makes so that the action's "undo" operations are from the first action created and the "do" operations are from the last subsequent action with the same name.
</constant>
<constant name="MERGE_ALL" value="2" enum="MergeMode">
Makes subsequent actions with the same name be merged into one.