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-rw-r--r--doc/classes/ProjectSettings.xml3
-rw-r--r--doc/classes/TreeItem.xml1
2 files changed, 3 insertions, 1 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 99bd45cac7..12d7f90bd2 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2792,6 +2792,7 @@
[/codeblock]
</member>
<member name="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3">
+ The ratio of [WorkerThreadPool]'s threads that will be reserved for low-priority tasks. For example, if 10 threads are available and this value is set to [code]0.3[/code], 3 of the worker threads will be reserved for low-priority tasks. The actual value won't exceed the number of CPU cores minus one, and if possible, at least one worker thread will be dedicated to low-priority tasks.
</member>
<member name="threading/worker_pool/max_threads" type="int" setter="" getter="" default="-1">
Maximum number of threads to be used by [WorkerThreadPool]. Value of [code]-1[/code] means no limit.
@@ -2800,7 +2801,7 @@
Action map configuration to load by default.
</member>
<member name="xr/openxr/enabled" type="bool" setter="" getter="" default="false">
- If [code]true[/code] Godot will setup and initialize OpenXR on startup.
+ If [code]true[/code], Godot will setup and initialize OpenXR on startup.
</member>
<member name="xr/openxr/environment_blend_mode" type="int" setter="" getter="" default="&quot;0&quot;">
Specify how OpenXR should blend in the environment. This is specific to certain AR and passthrough devices where camera images are blended in by the XR compositor.
diff --git a/doc/classes/TreeItem.xml b/doc/classes/TreeItem.xml
index e94fa0c061..66a42d4bb4 100644
--- a/doc/classes/TreeItem.xml
+++ b/doc/classes/TreeItem.xml
@@ -779,6 +779,7 @@
<method name="uncollapse_tree">
<return type="void" />
<description>
+ Uncollapses all [TreeItem]s necessary to reveal this [TreeItem], i.e. all ancestor [TreeItem]s.
</description>
</method>
</methods>