feat: updated godot version

This commit is contained in:
Sara Gerretsen 2026-04-04 19:38:56 +02:00
parent 0c508b0831
commit 42b028dbb5
4694 changed files with 236470 additions and 401376 deletions

View file

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ProjectSettings" inherits="Object" api_type="core" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<class name="ProjectSettings" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Stores globally-accessible variables.
</brief_description>
@ -272,11 +272,6 @@
</method>
</methods>
<members>
<member name="accessibility/general/accessibility_driver" type="String" setter="" getter="" default="&quot;accesskit&quot;">
Accessibility driver:
-[b]accesskit[/b] (default): AccessKit driver.
-[b]dummy[/b]: Dummy driver, screen reader support is disabled.
</member>
<member name="accessibility/general/accessibility_support" type="int" setter="" getter="" default="0" keywords="screen reader">
Accessibility support mode:
- [b]Auto[/b] ([code]0[/code]): Accessibility support is enabled, but updates to the accessibility information are processed only if an assistive app (such as a screen reader or a Braille display) is active (default).
@ -294,9 +289,6 @@
<member name="animation/warnings/check_angle_interpolation_type_conflicting" type="bool" setter="" getter="" default="true">
If [code]true[/code], [AnimationMixer] prints the warning of interpolation being forced to choose the shortest rotation path due to multiple angle interpolation types being mixed in the [AnimationMixer] cache.
</member>
<member name="animation/warnings/check_invalid_skeleton_modifier_node_paths" type="bool" setter="" getter="" default="true">
If [code]true[/code], [SkeletonModifier3D] prints a warning if there's no matching object for the track path in the scene when assigning.
</member>
<member name="animation/warnings/check_invalid_track_paths" type="bool" setter="" getter="" default="true">
If [code]true[/code], [AnimationMixer] prints the warning of no matching object of the track path in the scene.
</member>
@ -981,10 +973,6 @@
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.
</member>
<member name="display/window/hdr/request_hdr_output" type="bool" setter="" getter="" default="false">
If [code]true[/code], HDR output is requested for the main window and the editor. The main window and editor will automatically switch between HDR and SDR if it is moved between screens, screen capabilities change, or system settings are modified. This will internally force [member Viewport.use_hdr_2d] to be enabled on the main [Viewport]. All other [SubViewport] of the [Window] must have their [member Viewport.use_hdr_2d] property enabled to produce HDR output.
[b]Note:[/b] This property is only read when the project starts. To change this property at runtime, set [member Window.hdr_output_requested].
</member>
<member name="display/window/ios/allow_high_refresh_rate" type="bool" setter="" getter="" default="true">
If [code]true[/code], iOS devices that support high refresh rate/"ProMotion" will be allowed to render at up to 120 frames per second.
</member>
@ -1099,10 +1087,10 @@
<member name="display/window/subwindows/embed_subwindows" type="bool" setter="" getter="" default="true">
If [code]true[/code], subwindows are embedded in the main window (this is also called single-window mode). Single-window mode can be faster as it does not need to create a separate window for every popup and tooltip, which can be a slow operation depending on the operating system and rendering method in use.
If [code]false[/code], subwindows are created as separate windows (this is also called multi-window mode). This allows them to be moved outside the main window and use native operating system window decorations.
This is equivalent to [member EditorSettings.interface/editor/display/single_window_mode] in the editor.
This is equivalent to [member EditorSettings.interface/editor/single_window_mode] in the editor.
</member>
<member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1" keywords="adaptive, mailbox">
Sets the V-Sync mode for the main game window. The editor's own V-Sync mode can be set using [member EditorSettings.interface/editor/display/vsync_mode].
Sets the V-Sync mode for the main game window. The editor's own V-Sync mode can be set using [member EditorSettings.interface/editor/vsync_mode].
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
Depending on the platform and rendering method, the engine will fall back to [b]Enabled[/b] if the desired mode is not supported.
V-Sync can be disabled on the command line using the [code]--disable-vsync[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
@ -1234,10 +1222,10 @@
The minimum distance the mouse cursor must move while pressed before a drag operation begins in the default viewport. For custom viewports see [member Viewport.gui_drag_threshold].
</member>
<member name="gui/common/show_focus_state_on_pointer_event" type="int" setter="" getter="" default="1">
Determines whether a [Control] should visually indicate focus when that focus is gained using a mouse or touch input.
Determines whether a [Control] should visually indicate focus when said focus is gained using a mouse or touch input.
- [b]Never[/b] ([code]0[/code]) show the focused state for mouse/touch input.
- [b]Text Input Controls[/b] ([code]1[/code]) show the focused state even if that focus was gained via mouse/touch input (similar to browser behavior).
- [b]Always[/b] ([code]2[/code]) show the focused state, even if that focus was gained via mouse/touch input.
- [b]Control Supports Keyboard Input[/b] ([code]1[/code]) shows the focused state even when gained via mouse/touch input (similar to how browsers handle focus).
- [b]Always[/b] ([code]2[/code]) show the focused state, even if said focus was gained via mouse/touch input.
</member>
<member name="gui/common/snap_controls_to_pixels" type="bool" setter="" getter="" default="true">
If [code]true[/code], snaps [Control] node vertices to the nearest pixel to ensure they remain crisp even when the camera moves or zooms.
@ -1665,9 +1653,6 @@
If [code]false[/code], no input will be lost.
[b]Note:[/b] You should in nearly all cases prefer the [code]false[/code] setting. The legacy behavior is to enable supporting old projects that rely on the old logic, without changes to script.
</member>
<member name="input_devices/joypads/ignore_joypad_on_unfocused_application" type="bool" setter="" getter="" default="false">
If [code]true[/code], joypad input (including motion sensors) and LED light changes will be ignored and joypad vibration will be stopped when the application is not focused.
</member>
<member name="input_devices/pen_tablet/driver" type="String" setter="" getter="">
Specifies the tablet driver to use. If left empty, the default driver will be used.
[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
@ -2556,11 +2541,9 @@
</member>
<member name="physics/2d/sleep_threshold_linear" type="float" setter="" getter="" default="2.0">
Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
[b]Note:[/b] Only supported when using GodotPhysics3D. This project setting is ignored when using Jolt Physics.
</member>
<member name="physics/2d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.3">
Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
[b]Note:[/b] Only supported when using GodotPhysics3D. This project setting is ignored when using Jolt Physics.
</member>
<member name="physics/2d/solver/contact_max_separation" type="float" setter="" getter="" default="1.5">
Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION].
@ -2644,36 +2627,28 @@
</member>
<member name="physics/3d/sleep_threshold_angular" type="float" setter="" getter="" default="0.13962634">
Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
</member>
<member name="physics/3d/sleep_threshold_linear" type="float" setter="" getter="" default="0.1">
Threshold linear velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
</member>
<member name="physics/3d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.01">
Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION].
[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
</member>
<member name="physics/3d/solver/contact_max_separation" type="float" setter="" getter="" default="0.05">
Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION].
[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
</member>
<member name="physics/3d/solver/contact_recycle_radius" type="float" setter="" getter="" default="0.01">
Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS].
[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
</member>
<member name="physics/3d/solver/default_contact_bias" type="float" setter="" getter="" default="0.8">
Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS].
Individual shapes can have a specific bias value (see [member Shape3D.custom_solver_bias]).
[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
</member>
<member name="physics/3d/solver/solver_iterations" type="int" setter="" getter="" default="16">
Number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS].
[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
</member>
<member name="physics/3d/time_before_sleep" type="float" setter="" getter="" default="0.5">
Time (in seconds) of inactivity before which a 3D physics body will put to sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP].
[b]Note:[/b] This project setting is only effective when using GodotPhysics3D. It has no effect when using Jolt Physics.
</member>
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
@ -3132,7 +3107,6 @@
</member>
<member name="rendering/lightmapping/probe_capture/update_speed" type="float" setter="" getter="" default="15">
The framerate-independent update speed when representing dynamic object lighting from [LightmapProbe]s. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.
[b]Note:[/b] This property is only read when the project starts. To adjust the BVH build quality at runtime, use [method RenderingServer.lightmap_set_probe_capture_update_speed].
</member>
<member name="rendering/lights_and_shadows/directional_shadow/16_bits" type="bool" setter="" getter="" default="true">
Use 16 bits for the directional shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
@ -3219,7 +3193,6 @@
</member>
<member name="rendering/mesh_lod/lod_change/threshold_pixels" type="float" setter="" getter="" default="1.0">
The automatic LOD bias to use for meshes rendered within the [ReflectionProbe]. Higher values will use less detailed versions of meshes that have LOD variations generated. If set to [code]0.0[/code], automatic LOD is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] to improve performance at the cost of geometry detail.
[b]Note:[/b] Depending on the mesh's attributes (vertex colors, blend shapes, ...), a mesh may have fewer levels of LOD generated to avoid visible distortion of the mesh once it is affected by vertex colors or blend shapes. Meshes with a very low vertex count will also not have any LODs generated, which means this setting will not affect them at all. In general, this setting makes the largest impact on static meshes with a high vertex count.
[b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
[b]Note:[/b] This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set [member Viewport.mesh_lod_threshold] on the root [Viewport].
</member>
@ -3413,7 +3386,6 @@
</member>
<member name="rendering/scaling_3d/scale" type="float" setter="" getter="" default="1.0">
Scales the 3D render buffer based on the viewport size uses an image filter specified in [member rendering/scaling_3d/mode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [member rendering/anti_aliasing/quality/msaa_3d] for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.
[b]Note:[/b] When using the [b]Nearest[/b] scaling mode, to avoid uneven pixel scaling, it's highly recommended to use a value equal to an integer divisor with a dividend of [code]1[/code]. For example, it's best to use a scale of [code]0.5[/code] (1/2), [code]0.3333[/code] (1/3), [code]0.25[/code] (1/4), [code]0.2[/code] (1/5), and so on.
</member>
<member name="rendering/shader_compiler/shader_cache/compress" type="bool" setter="" getter="" default="true">
</member>
@ -3619,26 +3591,16 @@
If [code]true[/code], support for the spatial entity extension is requested. If supported, you will be able to access spatial information about the real environment around you. What information is available is dependent on additional extensions.
[b]Note:[/b] This requires that the OpenXR spatial entities extension is supported by the XR runtime. If not supported this setting will be ignored.
</member>
<member name="xr/openxr/extensions/user_presence" type="bool" setter="" getter="" default="false">
If [code]true[/code], the user presence extension is enabled if available.
</member>
<member name="xr/openxr/form_factor" type="int" setter="" getter="" default="&quot;0&quot;">
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 [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].
</member>
<member name="xr/openxr/foveation_eye_tracked" type="bool" setter="" getter="" default="true">
If [code]true[/code] and foveation level is set to anything other than "Disabled", eye-tracked foveation will be used, so long as it's supported by the headset.
</member>
<member name="xr/openxr/foveation_level" type="int" setter="" getter="" default="&quot;0&quot;">
Applied foveation level if supported.
[b]Note:[/b] On platforms other than Android, if [member rendering/anti_aliasing/quality/msaa_3d] is enabled, this feature will be disabled.
</member>
<member name="xr/openxr/foveation_with_subsampled_images" type="bool" setter="" getter="" default="true">
If [code]true[/code] and foveation is also enabled, subsampled images will be used on Vulkan. This can improve the performance gain from foveated rendering, especially when using high foveation levels.
[b]Note:[/b]: Using subsampled images is incompatible with many screen-space rendering features or post-processing effects like FXAA or glow. If any such effects are enabled, subsampled images will automatically be disabled and a warning shown in the log.
</member>
<member name="xr/openxr/reference_space" type="int" setter="" getter="" default="&quot;1&quot;">
Specify the default reference space.
</member>