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-rw-r--r--doc/classes/ProjectSettings.xml46
1 files changed, 33 insertions, 13 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 1e571e58a1..91961fcf02 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -10,6 +10,7 @@
[b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
</description>
<tutorials>
+ <link title="Project Settings">$DOCS_URL/tutorials/editor/project_settings.html</link>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/2747</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/2748</link>
<link title="Operating System Testing Demo">https://godotengine.org/asset-library/asset/2789</link>
@@ -102,7 +103,7 @@
<param index="0" name="name" type="StringName" />
<description>
Similar to [method get_setting], but applies feature tag overrides if any exists and is valid.
- [b]Example:[/b] If the setting override [code]"application/config/name.windows"[/code] exists, and the following code is executed on a [i]Windows[/i] operating system, the overridden setting is printed instead:
+ [b]Example:[/b] If the setting override [code]"application/config/name.windows"[/code] exists, and the following code is executed on a [i]Windows[/i] operating system, the overridden setting is printed instead:
[codeblocks]
[gdscript]
print(ProjectSettings.get_setting_with_override("application/config/name"))
@@ -376,6 +377,7 @@
<member name="audio/driver/driver" type="String" setter="" getter="">
Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.
The [code]Dummy[/code] audio driver disables all audio playback and recording, which is useful for non-game applications as it reduces CPU usage. It also prevents the engine from appearing as an application playing audio in the OS' audio mixer.
+ To query the value that is being used at run-time (which may be overridden by command-line arguments or headless mode), use [method AudioServer.get_driver_name].
[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--audio-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
</member>
<member name="audio/driver/enable_input" type="bool" setter="" getter="" default="false">
@@ -467,10 +469,10 @@
If the [code]--log-file &lt;file&gt;[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] is used, log rotation is always disabled.
</member>
<member name="debug/gdscript/warnings/assert_always_false" type="int" setter="" getter="" default="1">
- When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to false.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to [code]false[/code].
</member>
<member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1">
- When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to true.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to [code]true[/code].
</member>
<member name="debug/gdscript/warnings/confusable_capture_reassignment" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable captured by a lambda is reassigned, since this does not modify the outer local variable.
@@ -559,10 +561,10 @@
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or member variable, signal, or enum that would have the same name as a built-in function or global class name, thus shadowing it.
</member>
<member name="debug/gdscript/warnings/shadowed_variable" type="int" setter="" getter="" default="1">
- When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or member variable that would shadow a member variable that the class defines.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable or local constant shadows a member declared in the current class.
</member>
<member name="debug/gdscript/warnings/shadowed_variable_base_class" type="int" setter="" getter="" default="1">
- When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or subclass member variable that would shadow a variable that is inherited from a parent class.
+ When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable or local constant shadows a member declared in a base class.
</member>
<member name="debug/gdscript/warnings/standalone_expression" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling an expression that may have no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement.
@@ -816,6 +818,17 @@
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
</member>
+ <member name="display/window/frame_pacing/android/enable_frame_pacing" type="bool" setter="" getter="" default="true">
+ Enable Swappy for stable frame pacing on Android. Highly recommended.
+ [b]Note:[/b] This option will be forced off when using OpenXR.
+ </member>
+ <member name="display/window/frame_pacing/android/swappy_mode" type="int" setter="" getter="" default="2">
+ Swappy mode to use. The options are:
+ - pipeline_forced_on: Try to honor [member Engine.max_fps]. Pipelining is always on. This is the same behavior as Desktop PC.
+ - auto_fps_pipeline_forced_on: Autocalculate max fps. Actual max_fps will be between 0 and [member Engine.max_fps]. While this sounds convenient, beware that Swappy will often downgrade max fps until it finds something that can be met and sustained. That means if your game runs between 40fps and 60fps on a 60hz screen, after some time Swappy will downgrade max fps so that the game renders at perfect 30fps.
+ - auto_fps_auto_pipeline: Same as auto_fps_pipeline_forced_on, but if Swappy detects that rendering is very fast (e.g. it takes &lt; 8ms to render on a 60hz screen) Swappy will disable pipelining to minimize input latency. This is the default.
+ [b]Note:[/b] If [member Engine.max_fps] is 0, actual max_fps will considered as to be the screen's refresh rate (often 60hz, 90hz or 120hz depending on device model and OS settings).
+ </member>
<member name="display/window/handheld/orientation" type="int" setter="" getter="" default="0">
The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values.
[b]Note:[/b] When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set [member display/window/size/viewport_width] and [member display/window/size/viewport_height] accordingly.
@@ -2354,6 +2367,10 @@
<member name="rendering/2d/batching/item_buffer_size" type="int" setter="" getter="" default="16384">
Maximum number of canvas item commands that can be batched into a single draw call.
</member>
+ <member name="rendering/2d/batching/uniform_set_cache_size" type="int" setter="" getter="" default="256">
+ Maximum number of uniform sets that will be cached by the 2D renderer when batching draw calls.
+ [b]Note:[/b] A project that uses a large number of unique sprite textures per frame may benefit from increasing this value.
+ </member>
<member name="rendering/2d/sdf/oversize" type="int" setter="" getter="" default="1">
Controls how much of the original viewport size should be covered by the 2D signed distance field. This SDF can be sampled in [CanvasItem] shaders and is used for [GPUParticles2D] collision. Higher values allow portions of occluders located outside the viewport to still be taken into account in the generated signed distance field, at the cost of performance. If you notice particles falling through [LightOccluder2D]s as the occluders leave the viewport, increase this setting.
The percentage specified is added on each axis and on both sides. For example, with the default setting of 120%, the signed distance field will cover 20% of the viewport's size outside the viewport on each side (top, right, bottom, left).
@@ -2457,10 +2474,10 @@
Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
</member>
<member name="rendering/environment/ssao/fadeout_from" type="float" setter="" getter="" default="50.0">
- Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances.
+ Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion from far away.
</member>
<member name="rendering/environment/ssao/fadeout_to" type="float" setter="" getter="" default="300.0">
- Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances.
+ Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion from far away.
</member>
<member name="rendering/environment/ssao/half_size" type="bool" setter="" getter="" default="true">
If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. If [code]false[/code], screen-space ambient occlusion will be rendered at full size.
@@ -2475,10 +2492,10 @@
Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
</member>
<member name="rendering/environment/ssil/fadeout_from" type="float" setter="" getter="" default="50.0">
- Distance at which the screen-space indirect lighting effect starts to fade out. Use this hide screen-space indirect lighting at great distances.
+ Distance at which the screen-space indirect lighting effect starts to fade out. Use this to hide screen-space indirect lighting from far away.
</member>
<member name="rendering/environment/ssil/fadeout_to" type="float" setter="" getter="" default="300.0">
- Distance at which the screen-space indirect lighting is fully faded out. Use this hide screen-space indirect lighting at great distances.
+ Distance at which the screen-space indirect lighting is fully faded out. Use this to hide screen-space indirect lighting from far away.
</member>
<member name="rendering/environment/ssil/half_size" type="bool" setter="" getter="" default="true">
If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges.
@@ -2761,6 +2778,8 @@
[b]Forward Plus[/b]: High-end renderer designed for Desktop devices. Has a higher base overhead, but scales well with complex scenes. Not suitable for older devices or mobile.
[b]Mobile[/b]: Modern renderer designed for mobile devices. Has a lower base overhead than Forward Plus, but does not scale as well to large scenes with many elements.
[b]GL Compatibility[/b]: Low-end renderer designed for older devices. Based on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs.
+ This can be overridden using the [code]--rendering-method &lt;method&gt;[/code] command line argument.
+ [b]Note:[/b] The actual rendering method may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering method that is used at runtime, use [method RenderingServer.get_current_rendering_method] instead of reading this project setting's value.
</member>
<member name="rendering/renderer/rendering_method.mobile" type="String" setter="" getter="" default="&quot;mobile&quot;">
Override for [member rendering/renderer/rendering_method] on mobile devices.
@@ -2784,7 +2803,8 @@
Depending on the complexity of scenes, this value may be lowered or may need to be raised.
</member>
<member name="rendering/rendering_device/driver" type="String" setter="" getter="">
- Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the clustered renderer or the mobile renderer. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
+ Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the clustered renderer or the mobile renderer. This property can't be edited directly. Instead, set the driver using the platform-specific overrides. This can be overridden using the [code]--rendering-driver &lt;driver&gt;[/code] command line argument.
+ [b]Note:[/b] The actual rendering driver may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering driver that is used at runtime, use [method RenderingServer.get_current_rendering_driver_name] instead of reading this project setting's value.
</member>
<member name="rendering/rendering_device/driver.android" type="String" setter="" getter="">
Android override for [member rendering/rendering_device/driver].
@@ -2873,11 +2893,11 @@
If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
</member>
<member name="rendering/textures/canvas_textures/default_texture_filter" type="int" setter="" getter="" default="1">
- The default texture filtering mode to use on [CanvasItem]s.
+ The default texture filtering mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
[b]Note:[/b] For pixel art aesthetics, see also [member rendering/2d/snap/snap_2d_vertices_to_pixel] and [member rendering/2d/snap/snap_2d_transforms_to_pixel].
</member>
<member name="rendering/textures/canvas_textures/default_texture_repeat" type="int" setter="" getter="" default="0">
- The default texture repeating mode to use on [CanvasItem]s.
+ The default texture repeating mode to use for [CanvasItem]s built-in texture. In shaders, this texture is accessed as [code]TEXTURE[/code].
</member>
<member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3">
The filtering quality to use for [Decal] nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by [member rendering/textures/default_filters/anisotropic_filtering_level].
@@ -2997,7 +3017,7 @@
Specify whether OpenXR should be configured for an HMD or a hand held device.
</member>
<member name="xr/openxr/foveation_dynamic" type="bool" setter="" getter="" default="false">
- If true and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on [member xr/openxr/foveation_level].
+ If [code]true[/code] and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on [member xr/openxr/foveation_level].
[b]Note:[/b] Only works on the Compatibility rendering method.
</member>
<member name="xr/openxr/foveation_level" type="int" setter="" getter="" default="&quot;0&quot;">