From 3697ea799c6076bc22af3fdb584f31eb9243c759 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Sun, 26 Jan 2020 13:37:13 +0100 Subject: [PATCH] doc: Document all remaining ProjectSettings --- doc/classes/ProjectSettings.xml | 173 ++++++++++++++++++++++++++++++-- 1 file changed, 166 insertions(+), 7 deletions(-) diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 93e75d0ec4c..1870a326f11 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -205,6 +205,7 @@ Icon used for the project, set when project loads. Exporters will also use this icon when possible. + Icon set in [code].icns[/code] format used on macOS to set the game's icon. This is done automatically on start by calling [method OS.set_native_icon]. The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. @@ -217,6 +218,7 @@ If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code]. + Icon set in [code].ico[/code] format used on Windows to set the game's icon. This is done automatically on start by calling [method OS.set_native_icon]. If [code]true[/code], disables printing to standard error in an exported build. @@ -243,6 +245,7 @@ Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing. + Default [AudioBusLayout] resource file to use in the project, unless overridden by the scene. 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. @@ -272,6 +275,7 @@ Enables long-distance matching in Zstandard. + Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. If [code]true[/code], displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards. @@ -370,6 +374,9 @@ Message to be displayed before the backtrace when the engine crashes. + Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging. + If [member display/window/vsync/use_vsync] is enabled, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate. + This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non real-time rendering of static frames, or test the project under lag conditions. Maximum call stack allowed for debugging GDScript. @@ -387,14 +394,19 @@ Maximum call stack in visual scripting, to avoid infinite recursion. + Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu. + Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu. + Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu. + Color of the disabled navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu. + Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu. Custom image for the mouse cursor (limited to 256×256). @@ -455,56 +467,86 @@ [b]Note:[/b] This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it. + Search path for project-specific script templates. Script templates will be search both in the editor-specific path and in this project-specific path. + Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files. + Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden. If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions. - Use a custom theme resource, set a path to it here. + Path to a custom [Theme] resource file to use for the project ([code]theme[/code] or generic [code]tres[/code]/[code]res[/code] extension). - Use a custom default font resource, set a path to it here. + Path to a custom [Font] resource to use as default for all GUI elements of the project. If [code]true[/code], makes sure the theme used works with HiDPI. - Timer setting for incremental search in Tree, IntemList, etc. controls (in milliseconds). + Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds). - Timer for detecting idle in the editor (in seconds). + Timer for detecting idle in [TextEdit] (in seconds). + Default delay for tooltips (in seconds). + Default [InputEventAction] to confirm a focused button, menu or list item, or validate input. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to discard a modal or pending input. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to move down in the UI. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to go to the end position of a [Control] (e.g. last item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_END] on typical desktop UI systems. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to focus the next [Control] in the scene. The focus behavior can be configured via [member Control.focus_next]. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to focus the previous [Control] in the scene. The focus behavior can be configured via [member Control.focus_previous]. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to go to the start position of a [Control] (e.g. first item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_HOME] on typical desktop UI systems. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to move left in the UI. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to go down a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on typical desktop UI systems. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to go up a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on typical desktop UI systems. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to move right in the UI. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to select an item in a [Control] (e.g. in an [ItemList] or a [Tree]). + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. + Default [InputEventAction] to move up in the UI. + [b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified. If [code]true[/code], sends mouse input events when tapping or swiping on the touchscreen. @@ -513,164 +555,244 @@ If [code]true[/code], sends touch input events when clicking or dragging the mouse. + Optional name for the 2D physics layer 1. + Optional name for the 2D physics layer 10. + Optional name for the 2D physics layer 11. + Optional name for the 2D physics layer 12. + Optional name for the 2D physics layer 13. + Optional name for the 2D physics layer 14. + Optional name for the 2D physics layer 15. + Optional name for the 2D physics layer 16. + Optional name for the 2D physics layer 17. + Optional name for the 2D physics layer 18. + Optional name for the 2D physics layer 19. + Optional name for the 2D physics layer 2. + Optional name for the 2D physics layer 20. + Optional name for the 2D physics layer 3. + Optional name for the 2D physics layer 4. + Optional name for the 2D physics layer 5. + Optional name for the 2D physics layer 6. + Optional name for the 2D physics layer 7. + Optional name for the 2D physics layer 8. + Optional name for the 2D physics layer 9. + Optional name for the 2D render layer 1. + Optional name for the 2D render layer 10. + Optional name for the 2D render layer 11. + Optional name for the 2D render layer 12. + Optional name for the 2D render layer 13. + Optional name for the 2D render layer 14. + Optional name for the 2D render layer 15. + Optional name for the 2D render layer 16. + Optional name for the 2D render layer 17. + Optional name for the 2D render layer 18. + Optional name for the 2D render layer 19. + Optional name for the 2D render layer 2. + Optional name for the 2D render layer 20. + Optional name for the 2D render layer 3. + Optional name for the 2D render layer 4. + Optional name for the 2D render layer 5. + Optional name for the 2D render layer 6. + Optional name for the 2D render layer 7. + Optional name for the 2D render layer 8. + Optional name for the 2D render layer 9. + Optional name for the 3D physics layer 1. + Optional name for the 3D physics layer 10. + Optional name for the 3D physics layer 11. + Optional name for the 3D physics layer 12. + Optional name for the 3D physics layer 13. + Optional name for the 3D physics layer 14. + Optional name for the 3D physics layer 15. + Optional name for the 3D physics layer 16. + Optional name for the 3D physics layer 17. + Optional name for the 3D physics layer 18. + Optional name for the 3D physics layer 19. + Optional name for the 3D physics layer 2. + Optional name for the 3D physics layer 20. + Optional name for the 3D physics layer 3. + Optional name for the 3D physics layer 4. + Optional name for the 3D physics layer 5. + Optional name for the 3D physics layer 6. + Optional name for the 3D physics layer 7. + Optional name for the 3D physics layer 8. + Optional name for the 3D physics layer 9. + Optional name for the 3D render layer 1. + Optional name for the 3D render layer 10. + Optional name for the 3D render layer 11. + Optional name for the 3D render layer 12. + Optional name for the 3D render layer 13. + Optional name for the 3D render layer 14 + Optional name for the 3D render layer 15. + Optional name for the 3D render layer 16. + Optional name for the 3D render layer 17. + Optional name for the 3D render layer 18. + Optional name for the 3D render layer 19. + Optional name for the 3D render layer 2. + Optional name for the 3D render layer 20. + Optional name for the 3D render layer 3. + Optional name for the 3D render layer 4. + Optional name for the 3D render layer 5. + Optional name for the 3D render layer 6. + Optional name for the 3D render layer 7. + Optional name for the 3D render layer 8. + Optional name for the 3D render layer 9. The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used. @@ -709,24 +831,34 @@ Default size of packet peer stream for deserializing Godot data. Over this size, data is dropped. + Timeout (in seconds) for connection attempts using TCP. + Maximum size (in kiB) for the [WebRTCDataChannel] input buffer. + Maximum size (in kiB) for the [WebSocketClient] input buffer. + Maximum number of concurrent input packets for [WebSocketClient]. + Maximum size (in kiB) for the [WebSocketClient] output buffer. + Maximum number of concurrent output packets for [WebSocketClient]. + Maximum size (in kiB) for the [WebSocketServer] input buffer. + Maximum number of concurrent input packets for [WebSocketServer]. + Maximum size (in kiB) for the [WebSocketServer] output buffer. + Maximum number of concurrent output packets for [WebSocketServer]. Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage. @@ -735,6 +867,7 @@ Page size used by remote filesystem (in bytes). + CA certificates bundle to use for SSL connections. If not defined, Godot's internal CA certificates are used. When creating node names automatically, set the type of casing in this project. This is mostly an editor setting. @@ -743,10 +876,13 @@ What to use to separate node name from number. This is mostly an editor setting. + Size of the hash table used for the broad-phase 2D hash grid algorithm. + Cell size used for the broad-phase 2D hash grid algorithm. + The default angular damp in 2D. The default gravity strength in 2D. @@ -765,23 +901,33 @@ [/codeblock] + The default linear damp in 2D. + Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm. + Sets which physics engine to use for 2D physics. + "DEFAULT" and "GodotPhysics" are the same, as there is currently no alternative 2D physics server implemented. + Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. + Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]. Sets whether physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process. + [b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a Multi-Threaded thread model for physics. Be sure to assess whether it does give you extra performance and no regressions when using it. + Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]. + Sets whether the 3D physics world will be created with support for [SoftBody] physics. Only applies to the Bullet physics engine. + The default angular damp in 3D. The default gravity strength in 3D. @@ -800,11 +946,14 @@ [/codeblock] + The default linear damp in 3D. - Sets which physics engine to use. + Sets which physics engine to use for 3D physics. + "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics" engine is still supported as an alternative. + Enables [member Viewport.physics_object_picking] on the root viewport. Frames per second used in the physics. Physics always needs a fixed amount of frames per second. @@ -854,6 +1003,7 @@ [b]Note:[/b] Only available on the GLES3 backend. + Lower-end override for [member rendering/quality/depth/hdr] on mobile devices, due to performance concerns or driver support. Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this. @@ -865,6 +1015,7 @@ The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2. + Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support. The video driver to use ("GLES2" or "GLES3"). @@ -888,7 +1039,7 @@ Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects will not be available in the [Environment]. - Same as [member rendering/quality/intended_usage/framebuffer_allocation] but for mobile defaults to "3D Without Effects". If effects are desired, set to "3D". + Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support. Size of the atlas used by reflection probes. A larger size can result in higher visual quality, while a smaller size will be faster and take up less memory. @@ -900,6 +1051,7 @@ If [code]true[/code], uses a high amount of samples to create blurred variants of reflection probes and panorama backgrounds (sky). Those blurred variants are used by rough materials. + Lower-end override for [member rendering/quality/reflections/high_quality_ggx] on mobile devices, due to performance concerns or driver support. Limits the size of the irradiance map which is normally determined by [member Sky.radiance_size]. A higher size results in a higher quality irradiance map similarly to [member rendering/quality/reflections/high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, otherwise keep this as low as possible. @@ -909,21 +1061,25 @@ If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise on reflections, but costs more performance and memory. + Lower-end override for [member rendering/quality/reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support. If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model. + Lower-end override for [member rendering/quality/shading/force_blinn_over_ggx] on mobile devices, due to performance concerns or driver support. If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley. + Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support. 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. + Lower-end override for [member rendering/quality/shading/force_vertex_shading] on mobile devices, due to performance concerns or driver support. Subdivision quadrant size for shadow mapping. See shadow mapping documentation. @@ -941,19 +1097,22 @@ Size for shadow atlas (used for OmniLights and SpotLights). See documentation. + Lower-end override for [member rendering/quality/shadow_atlas/size] on mobile devices, due to performance concerns or driver support. Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. "Disabled" is the fastest option, but also has the lowest quality. "PCF5" is smoother but is also slower. "PCF13" is the smoothest option, but is also the slowest. + Lower-end override for [member rendering/quality/shadows/filter_mode] on mobile devices, due to performance concerns or driver support. Improves quality of subsurface scattering, but cost significantly increases. - Quality setting for subsurface scaterring (samples taken). + Quality setting for subsurface scattering (samples taken). + Max radius used for subsurface scattering samples. Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.