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path: root/doc/classes/ProjectSettings.xml
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2020-04-28Merge pull request #38286 from bojidar-bg/x-expose-cell-sizeRémi Verschelde
Expose the cell_size affecting VisibilityNotifier2D precision
2020-04-28Expose the cell_size affecting VisibilityNotifier2D precisionBojidar Marinov
Refs: #4803
2020-04-27Improve the compression project settings documentationHugo Locurcio
2020-04-24doc: Fix parsing typed arrays in makerst.pyRémi Verschelde
`Type[]` typed arrays will link to `Type`, as it's likely the most interesting information for the user. And sync classref with current source.
2020-04-20Exposed RenderingDevice to script APIJuan Linietsky
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
2020-04-20Merge pull request #38036 from akien-mga/doc-updateRémi Verschelde
doc: Sync classref with current source
2020-04-20Merge pull request #38035 from akien-mga/revert-35261-pck-destinationRémi Verschelde
Revert "Made possible to specify where to dump the contents when load…
2020-04-20doc: Sync classref with current sourceRémi Verschelde
Add missing enum bindings.
2020-04-20Merge pull request #37947 from clayjohn/DOCS-rendering-updateRémi Verschelde
Update many docs with recent rendering changes
2020-04-20Revert "Made possible to specify where to dump the contents when loading a ↵Rémi Verschelde
".pck" file" This reverts commit 3c261e0dfa19d9c661ad6ca908a3b8ccee050016. This was not so useful as is due to the way dependency paths are stored in scenes and resources.
2020-04-17Update many docs with recent rendering changesclayjohn
2020-04-16Made possible to specify where to dump the contents when loading a ".pck" fileMichael Alexsander
2020-04-13Merge pull request #37749 from clayjohn/Vulkan-improved-ssRémi Verschelde
Add vogel filter and settings to soft shadows
2020-04-10Add proper quality settings to soft shadowsclayjohn
2020-04-09Rename "GodotPhysics" to "GodotPhysics{2D,3D}"WARIO-MDMA
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