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path: root/doc/classes/ProjectSettings.xml
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2021-11-01Fix new projects always being created with OpenGLHugo Locurcio
Only Vulkan is fully implemented for now, so OpenGL isn't available in the project manager yet. This also makes the rendering driver checks use lowercase names everywhere for consistency.
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-22Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-ditheringRémi Verschelde
2021-10-21Add Soft Very Low shadow quality mode for 3DHugo Locurcio
This can be used to improve 3D shadow rendering quality at little performance cost. Unlike the existing Hard setting which is limited to variable shadow blur only, it works with both fixed blur and variable blur.
2021-10-18Restrict the project data directory configurationne0fhyk
2021-10-11Make the project data directory customizable.ne0fhyk
2021-10-08Allow any floating-point value as a 3D rendering scale optionHugo Locurcio
This allows for finer control over 3D rendering resolution. Supersampling can also be performed by setting a 3D rendering resolution above 1.0, which is useful for offline rendering or for very high-end GPUs.
2021-09-21Merge pull request #52877 from Calinou/add-print-verboseRémi Verschelde
Add `print_verbose()` built-in function to print in verbose mode only
2021-09-21Add `print_verbose()` built-in function to print in verbose mode onlyHugo Locurcio
This can be used as a shorthand for: if OS.is_stdout_verbose(): print("...") Unlike `print_debug()`, this works in release builds too and can be toggled off in debug builds.
2021-09-20Don't generate empty doc sections and reduce code duplicationAaron Franke
2021-09-15[HTML5] Use browser mix rate by default on the Web.Fabio Alessandrelli
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not allow input (microphone) if the mix rate is not the default one, Chrom* will exhibit worse performances, etc.
2021-09-15Rename `osx` to `macos` in input map feature tag handlingHugo Locurcio
This follows the general feature tag rename for 4.0.
2021-09-13Merge pull request #52068 from ThreeRhinosInAnElephantCostume/fixgdscriptRémi Verschelde
Fix parse error on statement-less files with only newlines, add a warning for empty files.
2021-09-11Fix error on parsing statement-less GDScript files,ThreeRhinosInAnElephantCostume
add an empty file warning, add relevant tests.
2021-08-31Make platform feature tag names lowercaseHugo Locurcio
Feature tag names are still case-sensitive, but this makes built-in feature tags more consistent. - `Windows` -> `windows` - `OSX` -> `osx` - `LinuxBSD` -> `linuxbsd` - `Android` -> `android` - `iOS` -> `ios` - `HTML5` -> `html5` - `JavaScript` -> `javascript` - `UWP` -> `uwp`
2021-08-26Optionally scale 3D render contentBastiaan Olij
2021-08-13Add project setting for agile input event flushingPedro J. Estébanez
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame. Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate. This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
2021-08-12Merge pull request #51532 from nekomatata/layer-mask-accessorsRémi Verschelde
Uniformize layer names, script methods and documentation
2021-08-12Uniformize layer names, script methods and documentationPouleyKetchoupp
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
2021-08-12Fix the Use Nearest Mipmap Filter project setting not workingHugo Locurcio
The project setting wasn't being used anywhere. This also tweaks the property hints to denote that these properties are only effective after a restart.
2021-08-11Decrease the default depth of field bokeh qualityHugo Locurcio
This makes depth of field perform better out of the box, with little visual difference.
2021-08-11Merge pull request #51486 from reduz/fixes-to-mobile-rendererRémi Verschelde
Fixes and optimizations to mobile renderer
2021-08-10Fixes and optimizations to mobile rendererreduz
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-11Rename `iterations_per_second` to `physics_ticks_per_second`Hugo Locurcio
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
2021-08-08Merge pull request #51395 from angad-k/pseudolocalization-squashedRémi Verschelde
Add pseudolocalization to Godot. (GSoC'21)
2021-08-08add pseudolocalization to GodotAngad Kambli
2021-08-02Merge pull request #51039 from nekomatata/layer-grid-32Rémi Verschelde
Refactor layer property editor grid
2021-07-30Refactor layer property editor gridPouleyKetchoupp
- Now able to display up to 32 layers in physics (still 20 for render) - Adjustable grid size to fit available space in dock - Expansion icon to display more layers vertically - Layer numbers in cells to help with selection
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-07-19Implement more rendering options as specialization constantsreduz
* Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
2021-07-12Change VSync mode project setting enum type from string to integerHendrik Brucker
2021-07-10Merge pull request #48622 from Geometror/reimplement-disableable-vsyncHugo Locurcio
2021-07-06Fix warning message spam when a VoxelGI node is selected in the editorHugo Locurcio
Support for anisotropy in VoxelGI was removed during its development due to the high cost. This was a leftover from anisotropy support.
2021-07-06Restructure and reimplement vsync optionsHendrik Brucker
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
2021-06-20Improve descriptions for ProjectSettings' `disable_stdout`/`disable_stderr`Hugo Locurcio
2021-06-20Merge pull request #48359 from Calinou/add-engine-print-error-propertyRémi Verschelde
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-06-16Documentation search fixesGregory Basile
Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
2021-06-16Refactor VisibilityNotifierreduz
* Works from RenderinServer * Accurately tells when on or off-scren, its no longer approximate. * VisibilityEnabler also simplified to use the process mode instead.
2021-06-15Merge pull request #48682 from Calinou/doc-audio-generationRémi Verschelde
Improve AudioStreamGenerator and AudioEffectSpectrumAnalyzer documentation
2021-06-15Merge pull request #49432 from Calinou/tweak-physics-fps-property-hintRémi Verschelde
Tweak the physics FPS property hint to only allow reasonable values
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-11Merge pull request #49515 from ↵Rémi Verschelde
Calinou/doc-projectsettings-vram-compression-change Document applying VRAM compression setting changes retroactively
2021-06-11Document applying VRAM compression setting changes retroactivelyHugo Locurcio
2021-06-11Merge pull request #47835 from mortarroad/master-lossless-webpRémi Verschelde
Implement lossless WebP encoding
2021-06-11Implement lossless WebP encodingMorris Tabor
2021-06-09Refactor CommandQueueMTreduz
* RingBuffer had no reason to be in this context * A single buffer is used that can grow as much as the game needs. This should make thread loading entirely reliable.
2021-06-08Tweak the physics FPS property hint to only allow reasonable valuesHugo Locurcio
Physics FPS above 1000 cause the whole project to slow down and are not very practical in the first place (since no CPU currently available can keep up).
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.