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Diffstat (limited to 'doc/classes/EditorSettings.xml')
-rw-r--r-- | doc/classes/EditorSettings.xml | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml index c7ff543b66..e4dab85038 100644 --- a/doc/classes/EditorSettings.xml +++ b/doc/classes/EditorSettings.xml @@ -596,6 +596,16 @@ The path to the directory containing the Open Image Denoise (OIDN) executable, used optionally for denoising lightmaps. It can be downloaded from [url=https://www.openimagedenoise.org/downloads.html]openimagedenoise.org[/url]. To enable this feature for your specific project, use [member ProjectSettings.rendering/lightmapping/denoising/denoiser]. </member> + <member name="input/buffering/agile_event_flushing" type="bool" setter="" getter=""> + If [code]true[/code], input events will be flushed just before every idle and physics frame. + If [code]false[/code], these events will be flushed only once per process frame, between iterations of the engine. + Enabling this setting can greatly improve input responsiveness, especially in devices that struggle to run at the project's intended frame rate. + </member> + <member name="input/buffering/use_accumulated_input" type="bool" setter="" getter=""> + If [code]true[/code], similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS. + Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. + [b]Note:[/b] Input accumulation is [i]enabled[/i] by default. + </member> <member name="interface/editor/accept_dialog_cancel_ok_buttons" type="int" setter="" getter=""> How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one. - [b]Auto[/b] follows the platform convention: Cancel first on macOS and Linux, OK first on Windows. |