doc: Sync classref with current source
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2 changed files with 23 additions and 24 deletions
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@ -172,8 +172,8 @@
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Path to an image used for boot splash.
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</member>
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<member name="application/config/custom_user_dir_name" type="String" setter="" getter="">
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This directory is used for storing persistent data (user:// filesystem). If a custom name is set, then system paths will be used to store this on Desktop (AppData on Windows, user ~/.config on Unixes, etc), else the Godot config folder is used. This name needs to be unique, and it's recommended to set it to something before publishing.
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the "use_custom_user_dir" setting must be enabled for this to take effect.
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This user directory is used for storing persistent data ([code]user://[/code] filesystem). By default (no custom name defined), [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
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The [member use_custom_user_dir] setting must be enabled for this to take effect.
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</member>
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<member name="application/config/icon" type="String" setter="" getter="">
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Icon used for the project, set when project loads. Exporters will use this icon when possible to.
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@ -181,11 +181,11 @@
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<member name="application/config/name" type="String" setter="" getter="">
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Name of the project. It is used from both project manager and by the exporters. Overriding this as name.locale allows setting it in multiple languages.
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</member>
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<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="">
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Allow the project to save to its own custom user dir (in AppData on windows or ~/.config on unixes). This setting only works for desktop exporters. A name must be set in the "custom_user_dir_name" setting for this to take effect.
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</member>
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<member name="application/config/project_settings_override" type="String" setter="" getter="">
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Specifies a file to override project settings. For example: user://custom_settings.cfg.
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Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code].
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</member>
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<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="">
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Allow the project to save to its own custom user dir (see [member custom_user_dir_name]). This setting only works for desktop platforms. A name must be set in the [member custom_user_dir_name] setting for this to take effect.
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</member>
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<member name="application/run/disable_stderr" type="bool" setter="" getter="">
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Disable printing to stderr on exported build.
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@ -583,10 +583,10 @@
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Log all output to a file.
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</member>
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<member name="logging/file_logging/log_path" type="String" setter="" getter="">
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Path to logs withint he project. Using an user:// based path is recommended.
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Path to logs withint he project. Using an [code]user://[/code] based path is recommended.
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</member>
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<member name="logging/file_logging/max_log_files" type="int" setter="" getter="">
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Amount of log files (used for rotation)/
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Amount of log files (used for rotation).
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</member>
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<member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="">
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Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.
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