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-rw-r--r--doc/classes/EditorSettings.xml25
1 files changed, 21 insertions, 4 deletions
diff --git a/doc/classes/EditorSettings.xml b/doc/classes/EditorSettings.xml
index a5097521dc..15b03ddbd8 100644
--- a/doc/classes/EditorSettings.xml
+++ b/doc/classes/EditorSettings.xml
@@ -152,7 +152,7 @@
<param index="1" name="value" type="Variant" />
<param index="2" name="update_current" type="bool" />
<description>
- Sets the initial value of the setting specified by [param name] to [param value]. This is used to provide a value for the Revert button in the Editor Settings. If [param update_current] is true, the current value of the setting will be set to [param value] as well.
+ Sets the initial value of the setting specified by [param name] to [param value]. This is used to provide a value for the Revert button in the Editor Settings. If [param update_current] is [code]true[/code], the setting is reset to [param value] as well.
</description>
</method>
<method name="set_project_metadata">
@@ -230,7 +230,7 @@
If [code]true[/code], when a node is deleted with animation tracks referencing it, a confirmation dialog appears before the tracks are deleted. The dialog will appear even when using the "Delete (No Confirm)" shortcut.
</member>
<member name="docks/scene_tree/ask_before_revoking_unique_name" type="bool" setter="" getter="">
- If [code]true[/code], displays a confirmation dialog before left-clicking the "percent" icon next to a node name in the Scene tree dock. When clicked, this icon revokes the node's scene-unique name, which can impact the behavior of scripts that rely on this scene-unique name due to identifiers not being found anymore.
+ If [code]true[/code], displays a confirmation dialog after left-clicking the "percent" icon next to a node name in the Scene tree dock. When clicked, this icon revokes the node's scene-unique name, which can impact the behavior of scripts that rely on this scene-unique name due to identifiers not being found anymore.
</member>
<member name="docks/scene_tree/auto_expand_to_selected" type="bool" setter="" getter="">
If [code]true[/code], the scene tree dock will automatically unfold nodes when a node that has folded parents is selected.
@@ -717,9 +717,21 @@
<member name="filesystem/quick_open_dialog/default_display_mode" type="int" setter="" getter="">
If set to [code]Adaptive[/code], the dialog opens in list view or grid view depending on the requested type. If set to [code]Last Used[/code], the display mode will always open the way you last used it.
</member>
+ <member name="filesystem/quick_open_dialog/enable_fuzzy_matching" type="bool" setter="" getter="">
+ If [code]true[/code], fuzzy matching of search tokens is allowed.
+ </member>
<member name="filesystem/quick_open_dialog/include_addons" type="bool" setter="" getter="">
If [code]true[/code], results will include files located in the [code]addons[/code] folder.
</member>
+ <member name="filesystem/quick_open_dialog/max_fuzzy_misses" type="int" setter="" getter="">
+ The number of allowed missed query characters in a match, if fuzzy matching is enabled. For example, with the default value of 2, [code]foobar[/code] would match [code]foobur[/code] and [code]foob[/code] but not [code]foo[/code].
+ </member>
+ <member name="filesystem/quick_open_dialog/max_results" type="int" setter="" getter="">
+ Maximum number of matches to show in dialog.
+ </member>
+ <member name="filesystem/quick_open_dialog/show_search_highlight" type="bool" setter="" getter="">
+ If [code]true[/code], results will be highlighted with their search matches.
+ </member>
<member name="filesystem/tools/oidn/oidn_denoise_path" type="String" setter="" getter="">
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].
@@ -1049,7 +1061,7 @@
Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Godot website or third-party platforms hosting assets from the Asset Library.
</member>
<member name="network/debug/remote_host" type="String" setter="" getter="">
- The address to listen to when starting the remote debugger. This can be set to [code]0.0.0.0[/code] to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]).
+ The address to listen to when starting the remote debugger. This can be set to this device's local IP address to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]).
</member>
<member name="network/debug/remote_port" type="int" setter="" getter="">
The port to listen to when starting the remote debugger. Godot will try to use port numbers above the configured number if the configured number is already taken by another application.
@@ -1079,9 +1091,11 @@
</member>
<member name="run/bottom_panel/action_on_play" type="int" setter="" getter="">
The action to execute on the bottom panel when running the project.
+ [b]Note:[/b] This option won't do anything if the bottom panel switching is locked using the pin button in the corner of the bottom panel.
</member>
<member name="run/bottom_panel/action_on_stop" type="int" setter="" getter="">
The action to execute on the bottom panel when stopping the project.
+ [b]Note:[/b] This option won't do anything if the bottom panel switching is locked using the pin button in the corner of the bottom panel.
</member>
<member name="run/output/always_clear_output_on_play" type="bool" setter="" getter="">
If [code]true[/code], the editor will clear the Output panel when running the project.
@@ -1314,6 +1328,9 @@
<member name="text_editor/script_list/group_help_pages" type="bool" setter="" getter="">
If [code]true[/code], class reference pages are grouped together at the bottom of the Script Editor's script list.
</member>
+ <member name="text_editor/script_list/highlight_scene_scripts" type="bool" setter="" getter="">
+ If [code]true[/code], the scripts that are used by the current scene are highlighted in the Script Editor's script list.
+ </member>
<member name="text_editor/script_list/list_script_names_as" type="int" setter="" getter="">
Specifies how script paths should be displayed in Script Editor's script list. If using the "Name" option and some scripts share the same file name, more parts of their paths are revealed to avoid conflicts.
</member>
@@ -1395,7 +1412,7 @@
The script editor's documentation comment color. In GDScript, this is used for comments starting with [code]##[/code]. In C#, this is used for comments starting with [code]///[/code] or [code]/**[/code].
</member>
<member name="text_editor/theme/highlighting/engine_type_color" type="Color" setter="" getter="">
- The script editor's engine type color ([Vector2], [Vector3], [Color], ...).
+ The script editor's engine type color ([Object], [Mesh], [Node], ...).
</member>
<member name="text_editor/theme/highlighting/executing_line_color" type="Color" setter="" getter="">
The script editor's color for the debugger's executing line icon (displayed in the gutter).