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path: root/doc/classes/ProjectSettings.xml
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2022-09-12Fix some errors affecting the Web editorRémi Verschelde
- Don't warn about minimized/maximized modes not being available. - Blender and FBX export both depend on running thirdparty applications, which can't be done (easily at least) for Web and Android editors. - Editor theme complained about not being able to retrieve texture data for an icon. It was only used once so instead of flipping at runtime, let's just add a flipped icon. Part of #65702.
2022-09-08Merge pull request #65460 from Faless/net/4.x_ssl_to_tls_moreRémi Verschelde
[Net] Rename "ssl" references to "tls" in methods and members.
2022-09-08[Net] Rename "ssl" references to "tls" in methods and members.Fabio Alessandrelli
2022-09-07Remove / Replace old Navigation Debug Visualizationsmix8
- removes / replaces leftovers from old navigation debug code - cleanes SceneTree and ProjectSettings from old navigation debug
2022-09-03Re-enable per-pixel transparency support on Linux, macOS, and Windows (for ↵bruvzg
Vulkan and OpenGL rendering drivers).
2022-09-02Improve documentation related to audio input permissionsHugo Locurcio
2022-09-01Merge pull request #63479 from DarkKilauea/nav-linkRémi Verschelde
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-30Merge pull request #63003 from Geometror/msaa-2dRémi Verschelde
2022-08-29Rename String `plus_file` to `path_join`Aaron Franke
2022-08-29[Web] Rename JavaScript platform to Web.Fabio Alessandrelli
Also rename export name from "HTML5" to "Web".
2022-08-26Added node for Navigation linksJosh Jones
2022-08-26Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-biasRémi Verschelde
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
2022-08-26Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0Rémi Verschelde
2022-08-25Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabledHugo Locurcio
This improves texture sharpness when TAA and/or FXAA are enabled, without requiring manual user intervention.
2022-08-24Remove VisualScript module for 4.0Rémi Verschelde
As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting, Godot maintainers have agreed to discontinue the current implementation of our VisualScript language. The way it had been designed was not user-friendly enough and we did not succeed in improving its usability to actually make it a good low-code solution for users who need one. So we prefer to remove it for Godot 4.0 and leave the door open for new, innovative ideas around visual scripting, to be developed as plugins or extensions now that Godot provides sufficient functionality for this (notably via GDExtension and the godot-cpp C++ bindings). The current module has been moved to a dedicated repository (with full Git history extracted with `git filter-branch`): https://github.com/godotengine/godot-visual-script It can still be compiled as a C++ module (for now, but will likely require work to be kept in sync with the engine repository), but our hope is that contributors will port it to GDExtension (which is quite compatibile with the existing C++ module code when using the godot-cpp C++ bindings).
2022-08-23Add font LCD sub-pixel anti-aliasing support.bruvzg
2022-08-22Improve documentation related to anisotropic filteringHugo Locurcio
2022-08-22C#: Begin move to .NET CoreIgnacio Roldán Etcheverry
We're targeting .NET 5 for now to make development easier while .NET 6 is not yet released. TEMPORARY REGRESSIONS --------------------- Assembly unloading is not implemented yet. As such, many Godot resources are leaked at exit. This will be re-implemented later together with assembly hot-reloading.
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.
2022-08-13Implement MSAA for 2D [Vulkan only]Hendrik Brucker
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