summaryrefslogtreecommitdiff
path: root/doc/classes/ProjectSettings.xml
AgeCommit message (Collapse)Author
2022-08-19Merge pull request #64334 from YuriSizov/core-bind-property-revert-methodsYuri Sizov
Make `property_*_revert` methods multilevel and expose them for scripting
2022-08-18Merge pull request #55032 from Calinou/tweak-default-window-sizeYuri Sizov
Increase the default project window size for better usability
2022-08-18Merge pull request #64356 from Calinou/editor-hide-dummy-text-driverClay John
Hide Dummy text driver in the Project Settings as it makes editor unusable
2022-08-18Increase the default project window size for better usabilityHugo Locurcio
The new default window size is tuned to: - Have a 16:9 aspect ratio, - Have both dimensions divisible by 8 to better play along with video recording, - Be displayable correctly in windowed mode on a 1366×768 display (tested on Windows 10 with default settings). This breaks compatibility with projects that didn't change the window size from the default value (or that kept one of the values to its default).
2022-08-17[doc] Fix grammar in class docs: amount vs. numberAndy Maloney
Number is used for things that can be counted (discrete items - think "integer" in this context). Also fixes a couple of awkward phrases.
2022-08-18Make `property_*_revert` methods multilevel and expose them for scriptingYuri Sizov
2022-08-13Hide Dummy text driver in the Project Settings as it makes editor unusableHugo Locurcio
This also improves documentation related to driver project settings.
2022-08-12Merge pull request #64285 from asmaloney/doc-params-4Yuri Sizov
[doc] Use "param" instead of "code" to refer to parameters (4)
2022-08-11[doc] Use "param" instead of "code" to refer to parameters (4)Andy Maloney
2022-08-10Use negative mipmap LOD bias for sub-native bilinear 3D scaleHugo Locurcio
This provides a benefit similar to FSR 1.0 (greater texture sharpness at the cost of some graininess at sub-native resolution scales), but without the added performance cost of FSR 1.0.
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
2022-08-06Only define `keep_screen_on` project setting onceRedMser
2022-08-04Improve error message when the requested V-Sync mode cannot be usedHugo Locurcio
2022-08-03Add Nearest Mipmap Anisotropic filter option to decals and projectorsHugo Locurcio
This is consistent with the BaseMaterial3D filtering options. It can be used for high-quality pixel art textures that remain sharp when viewed at oblique angles, but prevents them from becoming grainy thanks to mipmaps.
2022-07-29Merge pull request #62601 from smix8/navigation_3d_debug_4.xRémi Verschelde
2022-07-29Add more detailed Navigation Debug Visualizationsmix8
- Adds more customization options to ProjectSettings. - Displays navregion edge connections and navigation polygon edges in editor and at runtime. - Majority of debug code moved from SceneTree to NavigationServer. - Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-07-28Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio
Mipmap LOD bias can be useful to improve the appearance of distant textures without increasing anisotropic filtering (or in situations where anisotropic filtering is not effective). `fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly. The property hint now allows for greater precision as well.
2022-07-22Implement a Worker ThreadPoolreduz
This PR implements a worked thread pool. It uses a fixed amount of threads in a pool and allows scheduling tasks that can be run on threads (and then waited for). It satisfies the following use cases: * HTML5 thread count is fixed (and similar restrictions are known in consoles) so we need to reuse threads. * Thread spawning is slow in general, so reusing threads is faster anyway. * This implementation supports recursive waiting for tasks, making it less prone to deadlocks if threads from the pool also run tasks. After this is approved and merged, subsequent PRs will be needed to replace the ThreadWorkPool usage by this class.
2022-07-17Adding Variable Rate Shading support to GodotBastiaan Olij
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
2022-07-13Rename soft shadow quality project settings for easier searchingHugo Locurcio
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
2022-07-12Merge pull request #41833 from dalexeev/splash_delayYuri Sizov
Add boot splash minimum display time setting
2022-07-06Refactor Font configuration and import UI, and Font resources.bruvzg
2022-06-29Merge pull request #62084 from smix8/path_debug_options_4.xRémi Verschelde
Add Path2D/3D debug options
2022-06-28Add boot splash display time settingDanil Alexeev
Implements #8867.
2022-06-25Add property hints to MovieWriter settingsHugo Locurcio
- Rename audio mix rate setting as the suffix is now part of the property hint. This is also more consistent with existing mix rate project settings. - Improve the MovieWriter class reference. - Tweak warning message about audio possibly going out of sync.
2022-06-23Document the MovieWriter class and associated project settingsHugo Locurcio
2022-06-21Merge pull request #62122 from reduz/implement-movie-writerRémi Verschelde
Implement a Movie Maker mode
2022-06-21Implement Running Godot as Movie Writerreduz
* Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-20Add Path2D/3D debug optionssmix8
Add Path2D/3D debug options.
2022-06-20Revert "Disable VRAM compression by default for small textures in Detect 3D"Juan Linietsky
2022-06-17Merge pull request #62023 from Calinou/detect-3d-small-textures-no-vram-compressRémi Verschelde
Disable VRAM compression by default for small textures in Detect 3D
2022-06-17Audio: Expose 2D/3D panning strength parametersEllen Poe
2022-06-16Merge pull request #61908 from ↵Rémi Verschelde
Calinou/crash-handler-message-tweak-exported-project
2022-06-14Disable VRAM compression by default for small textures in Detect 3DHugo Locurcio
This is done to prevent reducing texture quality when it doesn't save much video memory, especially for pixel art. The size threshold can be adjusted in the project settings. To get the previous behavior where textures detected to be used in 3D had their compression mode always set to VRAM, set this to the lowest value (16).
2022-06-13Document LightmapGI, LightmapGIData and LightmapProbeHugo Locurcio
This documents those 3 classes with 100% completion, while also documenting the relevant project settings.
2022-06-10Tweak default crash handler message in exported projectsHugo Locurcio
When an exported project crashes, the crash handler message shouldn't reference the Godot issue tracker, as not all crashes are Godot's fault. Reporting crashes that only occur on exported projects is still allowed, but it should not be done by people who aren't working on the project in question.
2022-06-08Merge pull request #61662 from smix8/navigation_map_cell_defaults_4.xRémi Verschelde
2022-06-07Merge pull request #61319 from JFonS/taa_wipRémi Verschelde
Initial TAA implementation
2022-06-07Add GLOBAL_DEF_INTERNAL to hide specific settingskobewi
2022-06-07Initial TAA implementationjfons
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-03Match NavMap and ProjectSettings with NavigationMesh defaultssmix8
Match NavMap and ProjectSettings with NavigationMesh defaults since the NavMap edge merging requires a matching cell_size with the NavigationMesh to create connections without issues.
2022-05-26Merge pull request #59943 from jordigcs/gdscript_warning_enumsRémi Verschelde
Add enum values (Ignore, Warn, Error) to GDScript warnings
2022-05-23Fix typos with codespellRémi Verschelde
Using codespell 2.2-dev from current git.
2022-05-16Add basic lighting to GLES3 renderer.clayjohn
This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-12Basic 3D renderingclayjohn
2022-04-25Add MSDF and mipmap generation project settings for the default fontHugo Locurcio
This can be used to improve Label3D and scaled Control appearance in prototypes.
2022-04-06Add enum values (Ignore, Warn, Error) to GDScript warningsjordi
2022-04-04Remove duplicate `resizable` settingsFredia Huya-Kouadio
2022-04-04Add action map editor for OpenXRBastiaan Olij
2022-04-01Add Blender install autodetection and configuration.reduz
This PR is a continuation to #54886 * Changed Blender path editor setting from binary to installation. * Add a class to query whether the format is supported. * This class allows to create proper editors to configure support. **NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>