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* Merge pull request #65432 from Calinou/doc-volumetric-fogRémi Verschelde2022-09-161-1/+1
|\ | | | | | | Improve volumetric fog and FogVolume documentation
| * Improve volumetric fog and FogVolume documentationHugo Locurcio2022-09-151-1/+1
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* | Fix some errors affecting the Web editorRémi Verschelde2022-09-121-0/+12
| | | | | | | | | | | | | | | | | | | | | | - Don't warn about minimized/maximized modes not being available. - Blender and FBX export both depend on running thirdparty applications, which can't be done (easily at least) for Web and Android editors. - Editor theme complained about not being able to retrieve texture data for an icon. It was only used once so instead of flipping at runtime, let's just add a flipped icon. Part of #65702.
* | Merge pull request #65460 from Faless/net/4.x_ssl_to_tls_moreRémi Verschelde2022-09-081-2/+2
|\ \ | | | | | | | | | [Net] Rename "ssl" references to "tls" in methods and members.
| * | [Net] Rename "ssl" references to "tls" in methods and members.Fabio Alessandrelli2022-09-081-2/+2
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* / Remove / Replace old Navigation Debug Visualizationsmix82022-09-071-6/+0
|/ | | | | - removes / replaces leftovers from old navigation debug code - cleanes SceneTree and ProjectSettings from old navigation debug
* Re-enable per-pixel transparency support on Linux, macOS, and Windows (for ↵bruvzg2022-09-031-0/+3
| | | | Vulkan and OpenGL rendering drivers).
* Improve documentation related to audio input permissionsHugo Locurcio2022-09-021-0/+1
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* Merge pull request #63479 from DarkKilauea/nav-linkRémi Verschelde2022-09-011-0/+18
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| * Added node for Navigation linksJosh Jones2022-08-261-0/+18
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* | Implement Physical Light Units as an optional setting.clayjohn2022-08-311-44/+49
| | | | | | | | | | | | This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
* | Merge pull request #63003 from Geometror/msaa-2dRémi Verschelde2022-08-301-3/+6
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| * | Implement MSAA for 2D [Vulkan only]Hendrik Brucker2022-08-131-3/+6
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* | | Rename String `plus_file` to `path_join`Aaron Franke2022-08-291-1/+1
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* | | [Web] Rename JavaScript platform to Web.Fabio Alessandrelli2022-08-291-6/+6
| |/ |/| | | | | Also rename export name from "HTML5" to "Web".
* | Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-biasRémi Verschelde2022-08-261-3/+4
|\ \ | | | | | | Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
| * | Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabledHugo Locurcio2022-08-251-3/+4
| | | | | | | | | | | | | | | This improves texture sharpness when TAA and/or FXAA are enabled, without requiring manual user intervention.
* | | Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0Rémi Verschelde2022-08-261-2/+5
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| * | Add font LCD sub-pixel anti-aliasing support.bruvzg2022-08-231-2/+5
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* | | Remove VisualScript module for 4.0Rémi Verschelde2022-08-241-3/+0
|/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting, Godot maintainers have agreed to discontinue the current implementation of our VisualScript language. The way it had been designed was not user-friendly enough and we did not succeed in improving its usability to actually make it a good low-code solution for users who need one. So we prefer to remove it for Godot 4.0 and leave the door open for new, innovative ideas around visual scripting, to be developed as plugins or extensions now that Godot provides sufficient functionality for this (notably via GDExtension and the godot-cpp C++ bindings). The current module has been moved to a dedicated repository (with full Git history extracted with `git filter-branch`): https://github.com/godotengine/godot-visual-script It can still be compiled as a C++ module (for now, but will likely require work to be kept in sync with the engine repository), but our hope is that contributors will port it to GDExtension (which is quite compatibile with the existing C++ module code when using the godot-cpp C++ bindings).
* | Improve documentation related to anisotropic filteringHugo Locurcio2022-08-221-0/+1
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* | C#: Begin move to .NET CoreIgnacio Roldán Etcheverry2022-08-221-14/+0
| | | | | | | | | | | | | | | | | | | | | | | | We're targeting .NET 5 for now to make development easier while .NET 6 is not yet released. TEMPORARY REGRESSIONS --------------------- Assembly unloading is not implemented yet. As such, many Godot resources are leaked at exit. This will be re-implemented later together with assembly hot-reloading.
* | Merge pull request #64334 from YuriSizov/core-bind-property-revert-methodsYuri Sizov2022-08-191-14/+0
|\ \ | | | | | | Make `property_*_revert` methods multilevel and expose them for scripting
| * | Make `property_*_revert` methods multilevel and expose them for scriptingYuri Sizov2022-08-181-14/+0
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* | Merge pull request #55032 from Calinou/tweak-default-window-sizeYuri Sizov2022-08-181-8/+8
|\ \ | | | | | | Increase the default project window size for better usability
| * | Increase the default project window size for better usabilityHugo Locurcio2022-08-181-8/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The new default window size is tuned to: - Have a 16:9 aspect ratio, - Have both dimensions divisible by 8 to better play along with video recording, - Be displayable correctly in windowed mode on a 1366×768 display (tested on Windows 10 with default settings). This breaks compatibility with projects that didn't change the window size from the default value (or that kept one of the values to its default).
* | | Merge pull request #64356 from Calinou/editor-hide-dummy-text-driverClay John2022-08-181-0/+6
|\ \ \ | |/ / |/| | Hide Dummy text driver in the Project Settings as it makes editor unusable
| * | Hide Dummy text driver in the Project Settings as it makes editor unusableHugo Locurcio2022-08-131-0/+6
| |/ | | | | | | This also improves documentation related to driver project settings.
* / [doc] Fix grammar in class docs: amount vs. numberAndy Maloney2022-08-171-7/+7
|/ | | | | | Number is used for things that can be counted (discrete items - think "integer" in this context). Also fixes a couple of awkward phrases.
* Merge pull request #64285 from asmaloney/doc-params-4Yuri Sizov2022-08-121-5/+5
|\ | | | | [doc] Use "param" instead of "code" to refer to parameters (4)
| * [doc] Use "param" instead of "code" to refer to parameters (4)Andy Maloney2022-08-111-5/+5
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* | Use negative mipmap LOD bias for sub-native bilinear 3D scaleHugo Locurcio2022-08-101-1/+1
|/ | | | | | This provides a benefit similar to FSR 1.0 (greater texture sharpness at the cost of some graininess at sub-native resolution scales), but without the added performance cost of FSR 1.0.
* Rename the argument tag to param in XML documentationYuri Sizov2022-08-081-19/+19
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* Only define `keep_screen_on` project setting onceRedMser2022-08-061-0/+3
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* Improve error message when the requested V-Sync mode cannot be usedHugo Locurcio2022-08-041-1/+1
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* Add Nearest Mipmap Anisotropic filter option to decals and projectorsHugo Locurcio2022-08-031-0/+3
| | | | | | | This is consistent with the BaseMaterial3D filtering options. It can be used for high-quality pixel art textures that remain sharp when viewed at oblique angles, but prevents them from becoming grainy thanks to mipmaps.
* Merge pull request #62601 from smix8/navigation_3d_debug_4.xRémi Verschelde2022-07-291-0/+30
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| * Add more detailed Navigation Debug Visualizationsmix82022-07-291-0/+30
| | | | | | | | | | | | | | - Adds more customization options to ProjectSettings. - Displays navregion edge connections and navigation polygon edges in editor and at runtime. - Majority of debug code moved from SceneTree to NavigationServer. - Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
* | Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio2022-07-281-5/+7
| | | | | | | | | | | | | | | | | | Mipmap LOD bias can be useful to improve the appearance of distant textures without increasing anisotropic filtering (or in situations where anisotropic filtering is not effective). `fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly. The property hint now allows for greater precision as well.
* | Implement a Worker ThreadPoolreduz2022-07-221-0/+6
| | | | | | | | | | | | | | | | | | | | | | This PR implements a worked thread pool. It uses a fixed amount of threads in a pool and allows scheduling tasks that can be run on threads (and then waited for). It satisfies the following use cases: * HTML5 thread count is fixed (and similar restrictions are known in consoles) so we need to reuse threads. * Thread spawning is slow in general, so reusing threads is faster anyway. * This implementation supports recursive waiting for tasks, making it less prone to deadlocks if threads from the pool also run tasks. After this is approved and merged, subsequent PRs will be needed to replace the ThreadWorkPool usage by this class.
* | Adding Variable Rate Shading support to GodotBastiaan Olij2022-07-171-0/+6
| | | | | | | | | | Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
* | Rename soft shadow quality project settings for easier searchingHugo Locurcio2022-07-131-14/+14
| | | | | | | | | | | | | | | | | | | | | | | | `rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
* | Merge pull request #41833 from dalexeev/splash_delayYuri Sizov2022-07-121-0/+3
|\ \ | | | | | | Add boot splash minimum display time setting
| * | Add boot splash display time settingDanil Alexeev2022-06-281-0/+3
| | | | | | | | | | | | Implements #8867.
* | | Refactor Font configuration and import UI, and Font resources.bruvzg2022-07-061-3/+3
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* | Merge pull request #62084 from smix8/path_debug_options_4.xRémi Verschelde2022-06-291-0/+6
|\ \ | |/ |/| Add Path2D/3D debug options
| * Add Path2D/3D debug optionssmix82022-06-201-0/+6
| | | | | | | | Add Path2D/3D debug options.
* | Add property hints to MovieWriter settingsHugo Locurcio2022-06-251-6/+5
| | | | | | | | | | | | | | | | - Rename audio mix rate setting as the suffix is now part of the property hint. This is also more consistent with existing mix rate project settings. - Improve the MovieWriter class reference. - Tweak warning message about audio possibly going out of sync.
* | Document the MovieWriter class and associated project settingsHugo Locurcio2022-06-231-0/+15
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* | Merge pull request #62122 from reduz/implement-movie-writerRémi Verschelde2022-06-211-0/+12
|\ \ | | | | | | Implement a Movie Maker mode