From 3f34832dbac5068689c260608e6eaa7012964a70 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 2 Apr 2021 15:33:50 +0200 Subject: Add a project setting to disable the boot splash image This allows disabling the boot splash image while keeping the background color. --- doc/classes/ProjectSettings.xml | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index cb26d8d445..6f22a53dd1 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -196,13 +196,17 @@ Background color for the boot splash. - If [code]true[/code], scale the boot splash image to the full window length when engine starts. If [code]false[/code], the engine will leave it at the default pixel size. + If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size. - Path to an image used as the boot splash. + Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead. + [b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code]. + + + If [code]true[/code], displays the image specified in [member application/boot_splash/image] when the engine starts. If [code]false[/code], only displays the plain color specified in [member application/boot_splash/bg_color]. - If [code]true[/code], applies linear filtering when scaling the image (recommended for high resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art). + If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art). This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]). -- cgit v1.2.3