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path: root/doc/classes/ProjectSettings.xml
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2020-04-07i18n: Sync translate template for class referenceRémi Verschelde
Adds initial fr.po translation for initialization on Weblate.
2020-04-04Merge pull request #37391 from dreamsComeTrue/embedded-windows-modeRémi Verschelde
Expose 'Embedded Windows Mode' as Editor and Project Settings
2020-04-03Expose 'Embedded Windows Mode' as Editor and Project SettingsDominik 'dreamsComeTrue' Jasiński
2020-04-03doc: Sync classref with current sourceRémi Verschelde
2020-03-31doc: Sync classref with DisplayServer/Window changesRémi Verschelde
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-03-21Working sky shader implementationclayjohn
2020-03-13doc: Sync classref with current sourceRémi Verschelde
2020-03-08Refactor ScriptDebugger.Fabio Alessandrelli
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
2020-03-05Re-architecture of the Godot Android plugin.fhuya
2020-02-27Basic fast filtering implementationclayjohn
2020-02-27Improve documentation related to fixed physics processingHugo Locurcio
2020-02-18Fix compilation warnings and re-enable werror=yes on TravisRémi Verschelde
Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings raised by GCC 8 and 9. Fix -Wunused-function, -Wunused-private-field and -Wtautological-constant-out-of-range-compare raised by Clang. Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison operation). GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising errors and will thus not abort compilation with `werror=yes`. Treat glslang headers are system headers to avoid raising warnings. Re-enables us to build with `werror=yes` on Linux and macOS, thus catching warnings that would be introduced by new code. Fixes #36132.
2020-02-18doc: Sync classref with current sourceRémi Verschelde
Handle removal of Pool*Array types and other recent changes.
2020-02-13Merge pull request #36174 from akien-mga/byebye-openghell-3Rémi Verschelde
Remove obsolete GLES3 backend
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-13Remove deprecated sync and slave networking keywordsRémi Verschelde
Those keywords were deprecated for 3.1 in #22087. Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-02-12doc: Sync classref with current sourceRémi Verschelde
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-01-31Update docs to version 4.0clayjohn
2020-01-26doc: Drop unused 'category' property from headerRémi Verschelde
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
2020-01-26doc: Document all remaining ProjectSettingsRémi Verschelde
2020-01-25Add project setting for max irradiance sizeclayjohn
2020-01-25Document how to change the default gravity at runtimeHugo Locurcio
Changing the default gravity at runtime isn't exactly obvious, so it makes sense to add a code sample.
2020-01-23Finish documenting CSG* and *probesclayjohn
2020-01-22Add settings from SceneTree in the documentationBojidar Marinov
Fixes #35439
2020-01-22Get real default values for project settings in documentationBojidar Marinov
Also, ignore custom project settings and values for input/ entries Fixes #34154
2020-01-13Revert "Enable Vsync via Compositor by default"Rémi Verschelde
This reverts commit 9600fd5dde1f85b7dd2dd8558d52ff86b18651e7. Add comment warning about possible implications of using this option. Fixes #35038.
2020-01-12doc: Sync classref with current sourceRémi Verschelde
2020-01-09Enable Vsync via Compositor by defaultHugo Locurcio
This feature was added in #33414 but it was disabled by default. Now that it got some testing, it's probably safe to enable it by default.
2019-12-17doc: Sync classref with current sourceRémi Verschelde
2019-12-13Merge pull request #34229 from NoFr1ends/fix-home-indicator-iosRémi Verschelde
Allow to change the home indicator behaviour on iOS
2019-12-13Add project setting to hide home indicator on iOSJonas Bernemann
On iOS devices without a physical home button iOS shows a home indicator instead. This is often in the way of the UI or the game. Added a project setting to disable hidden home indicator. The default value is to hide the home indicator
2019-12-12CharFXTransform: Drop unnecessary get_value_or()Rémi Verschelde
See https://github.com/godotengine/godot/pull/23658#issuecomment-562706669 The method was implemented back when Dictionary.get(key, default) did not exist, but now that it does we do not need a custom method in CharFXTransform. It's a new feature in 3.2, so does not break compat with 3.1.x.
2019-12-06doc: Markup fixes for enums and constantsRémi Verschelde
2019-12-04Added support for vertical syncing via the Windows OS compositor (DWM.)TerminalJack
2019-11-08doc: Sync classref with current sourceRémi Verschelde
Fix incomplete binding.
2019-11-04Remove unused `editor/active` project settingHugo Locurcio
This closes #33322.
2019-10-30Add descriptions to set_initial_value and set_setting.conankzhang
2019-10-25Document `override.cfg` behavior in the ProjectSettings classHugo Locurcio
2019-10-05Fix silly mistake in ProjectSettings docshomer666
2019-10-04Improve ProjectSettings window docshomer666
2019-09-27Improve documentation of ProjectSettings classMax Hunt
2019-09-25Merge pull request #32291 from Dragoncraft89/add_load_resource_flagRémi Verschelde
Add flag to control the replacement of files by ProjectSettings.load_resource_pack
2019-09-25Add flag to control the replacement of files by ↵Florian Kothmeier
ProjectSettings.load_resource_pack
2019-09-24Merge pull request #31976 from Calinou/doc-improve-shadow-atlas-sizesRémi Verschelde
Improve documentation pertaining to shadow atlas sizes
2019-09-19Fix misc. source comment typosluz.paz
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-04Improve documentation pertaining to shadow atlas sizesHugo Locurcio
This partially addresses #27650.
2019-08-29doc: Sync classref with current sourceRémi Verschelde
2019-08-28Add a project description settingHugo Locurcio
The description is displayed as a tooltip when hovering the project in the Project Manager. It can span multiple lines. This partially addresses #8167.
2019-08-22doc: Sync classref with current sourceRémi Verschelde
Fix wrong hyperlinks in Control and Tree.