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path: root/doc/classes/ProjectSettings.xml
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2021-03-10Implement Navigation layersGilles Roudière
2021-03-10Remove Navigation2D/3D nodes, and move the navigation map to the world resourceGilles Roudière
2021-03-10doc: Sync classref with current sourceRémi Verschelde
2021-03-08[HTML5] Respect allow_hidpi option during setupFabio Alessandrelli
The option was forced to `true` before, unlike on other platforms.
2021-03-07Merge pull request #46386 from KoBeWi/projekt_settingzRémi Verschelde
Clarify ProjectSettings.save for exported projects
2021-03-07Allow to save override.cfg with ProjectSettingskobewi
2021-02-28Logger: Cache 'flush_stdout_on_print' to improve performance, and works ↵Mateo Kuruk Miccino
before ProjectSettings starts. ProjectSetting: Now 'application/run/flush_stdout_on_print' requires a restart of the Editor to take effect
2021-02-25Added option in project settings to draw Shape2D outlinesPouleyKetchoupp
Disabling collision outlines can be useful for performance when the game is running and many collision shapes are displayed.
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-18Move tablet driver API from OS to DisplayServer.bruvzg
2021-02-08doc: Sync classref with current sourceRémi Verschelde
2021-01-28doc: Sync classref with current sourceRémi Verschelde
2021-01-06doc: Sync classref with current sourceRémi Verschelde
2021-01-04doc: Sync classref with current sourceRémi Verschelde
2021-01-01Merge pull request #44809 from Calinou/physics-render-layers-zero-indexRémi Verschelde
Use zero-indexing for physics and render layer names
2020-12-30Document the desktop-only file logging setting overrideHugo Locurcio
This closes https://github.com/godotengine/godot-docs/issues/4505.
2020-12-30Use zero-indexing for physics and render layer namesHugo Locurcio
The first layer is now Layer 0 instead of Layer 1, and the last layer is now Layer 19 instead of Layer 20. This helps reference physics and render layers from scripts since layers start from 0 there.
2020-12-21Port ASSAO to Godot to replace SAOclayjohn
2020-12-15Add a project setting to enable stdout flushing in release buildsHugo Locurcio
This can be used in server builds for journalctl compatibility.
2020-12-04doc: Sync classref with current sourceRémi Verschelde
And fixups: - Add missing bindings in RenderingServer - Remove duplicate ArrayMesh enum bindings (they're in Mesh already) - Remove redundant _unhandled_key_input binding in Control (it's in Node already)
2020-11-28Merge pull request #43922 from Calinou/doc-projectsettings-globalize-pathRémi Verschelde
Improve the `ProjectSettings.globalize_path()` documentation
2020-11-27Improve the `ProjectSettings.globalize_path()` documentationHugo Locurcio
This closes https://github.com/godotengine/godot-docs/issues/4409.
2020-11-26[Complex Text Layouts] Add TextServer documentation. Update Font, ↵bruvzg
CanvasItem, Theme and modified controls documentation.
2020-11-16Merge pull request #43509 from Calinou/doc-projectsettings-packetpeerstream-sizeRémi Verschelde
Clarify packet peer `max_buffer_po2` in ProjectSettings documentation
2020-11-16Clarify packet peer `max_buffer_po2` in ProjectSettings documentationHugo Locurcio
This closes https://github.com/godotengine/godot-docs/issues/4364.
2020-11-16Merge pull request #43246 from HaSa1002/docs-lang-5Rémi Verschelde
Docs: Port code examples to C# (M, N, O, P, Q, R)
2020-11-09Docs: Port Code Examples to C# (M, N, O, P, R)HaSa1002
Includes: * MarginContainer * NavigationPolygon * Node * NodePath * OS * PackedByteArray * PackedScene * PacketPeerUDP * PCKPacker * Performance * PhysicsShapeQueryParameters2D * PhysicsShapeQueryParameters3D * PrimitiveMesh * ProjectSettings Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2020-11-06Merge pull request #41746 from Calinou/doc-projectsettings-fullscreen-borderlessRémi Verschelde
Improve the documentation related to fullscreen and borderless settings
2020-11-04doc: Sync classref with current source + fixup some bindingsRémi Verschelde
Includes various changes triggered by the refactoring of method bindings.
2020-10-28Improve the documentation related to fullscreen and borderless settingsHugo Locurcio
2020-10-18Revert "Replace SAO implementation with MSSAO"Juan Linietsky
2020-10-18Replace SAO implementation with MSSAOclayjohn
2020-10-13Merge pull request #42604 from KoBeWi/da100mpRémi Verschelde
Correct the doc about linear damping
2020-10-13Correct the doc about linear dampingTomasz Chabora
2020-10-13Fix typo in the ProjectSettings class documentationCharles Merriam
2020-10-09doc: Sync classref with current sourceRémi Verschelde
2020-10-01Link to demos from within the class referenceAaron Franke
2020-10-01iOS: move touch delay to settingsSergey Minakov
2020-09-15Clarify that 2D cell sizes are defined in pixelsHugo Locurcio
See https://github.com/godotengine/godot/issues/40577#issuecomment-662329021.
2020-09-03Merge pull request #40400 from Arivval/load-resourcepack-with-offsetRémi Verschelde
Added PCK file loading with offset feature
2020-09-02added load resource pack with offset featureYilin Ma
updated variables to use size_t removed line break to make code style more consistent added conditional check to return an error if offset field is used when loading a ZIP package fixed typo formatted file added commit regarding self contained exe files handled error loging for load zip file with offset spelling tweak updated conditional statement for magic check udpated error message when load Zip file with offset is called fix CI Trying to fix CI fix CI done Added error message for loading self-contained exe with offset. Updated documentation. Fix indent final fix indent Updated documentation. fix indents Updated doc based on suggestion Final fix fixed format
2020-09-01Merge pull request #41668 from clayjohn/GLOW-HQRémi Verschelde
Add high quality glow mode
2020-09-01Document how renaming the project affects the user data pathHugo Locurcio
2020-08-31Add high quality glow modeclayjohn
2020-08-31doc: Sync classref with current sourceRémi Verschelde
2020-08-13Remove obsolete GLES2 backend codeRémi Verschelde
This code currently isn't compiled (and cannot compile). We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan (probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite different so it's not relevant to keep this old Godot 3.2 code. The `drivers/gles2` code from the `3.2` branch can be used as a reference for a potential new implementation.
2020-07-28doc: Sync classref with current sourceRémi Verschelde
2020-07-15Docs: Ignore OS specific values (constants, project settings, properties).bruvzg
2020-07-10Fix cancel/OK button order on macOSDaniel Ting
The macOS platform convention regarding button order is cancel on left, OK on right.
2020-07-08Enable file logging by default on desktops to help with troubleshootingHugo Locurcio
- Use the `.log` file extension (recognized on Windows out of the box) to better hint that generated files are logs. Some editors provide dedicated syntax highlighting for those files. - Use an underscore to separate the basename from the date and the date from the time in log filenames. This makes the filename easier to read. - Keep only 5 log files by default to decrease disk usage in case messages are spammed.