summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorjsjtxietian <jsjtxietian@outlook.com>2024-04-29 16:28:56 +0800
committerjsjtxietian <jsjtxietian@outlook.com>2024-07-08 11:11:50 +0800
commit9d18983cdeac895f88636d20da2c1bb81fec7ff8 (patch)
treeb59f671b71851ae95ffdaf99f08bb240c42b98ce
parent20ba2f00bd9199b675176a8e1ac151f96bfb5cfa (diff)
downloadredot-engine-9d18983cdeac895f88636d20da2c1bb81fec7ff8.tar.gz
Mention ProjectSettings won't be affected by `convert_text_resources_to_binary`
-rw-r--r--doc/classes/ProjectSettings.xml5
1 files changed, 3 insertions, 2 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 5c97a975fe..aec6669841 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -931,8 +931,9 @@
Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other.
</member>
<member name="editor/export/convert_text_resources_to_binary" type="bool" setter="" getter="" default="true">
- If [code]true[/code], text resources are converted to a binary format on export. This decreases file sizes and speeds up loading slightly.
- [b]Note:[/b] If [member editor/export/convert_text_resources_to_binary] is [code]true[/code], [method @GDScript.load] will not be able to return the converted files in an exported project. Some file paths within the exported PCK will also change, such as [code]project.godot[/code] becoming [code]project.binary[/code]. If you rely on run-time loading of files present within the PCK, set [member editor/export/convert_text_resources_to_binary] to [code]false[/code].
+ If [code]true[/code], text resource ([code]tres[/code]) and text scene ([code]tscn[/code]) files are converted to their corresponding binary format on export. This decreases file sizes and speeds up loading slightly.
+ [b]Note:[/b] Because a resource's file extension may change in an exported project, it is heavily recommended to use [method @GDScript.load] or [ResourceLoader] instead of [FileAccess] to load resources dynamically.
+ [b]Note:[/b] The project settings file ([code]project.godot[/code]) will always be converted to binary on export, regardless of this setting.
</member>
<member name="editor/import/atlas_max_width" type="int" setter="" getter="" default="2048">
The maximum width to use when importing textures as an atlas. The value will be rounded to the nearest power of two when used. Use this to prevent imported textures from growing too large in the other direction.