feat: modules moved and engine moved to submodule

This commit is contained in:
Jan van der Weide 2025-04-12 18:40:44 +02:00
parent dfb5e645cd
commit c33d2130cc
5136 changed files with 225275 additions and 64485 deletions

View file

@ -191,6 +191,10 @@
<member name="debugger/auto_switch_to_stack_trace" type="bool" setter="" getter="">
If [code]true[/code], automatically switches to the [b]Stack Trace[/b] panel when the debugger hits a breakpoint or steps.
</member>
<member name="debugger/max_node_selection" type="int" setter="" getter="">
The limit of how many remote nodes can be selected at once.
[b]Warning:[/b] Increasing this value is not recommended, as selecting too many can make the editing and inspection of remote properties unreliable.
</member>
<member name="debugger/profile_native_calls" type="bool" setter="" getter="">
If [code]true[/code], enables collection of profiling data from non-GDScript Godot functions, such as engine class methods. Enabling this slows execution while profiling further.
</member>
@ -229,6 +233,9 @@
<member name="docks/property_editor/subresource_hue_tint" type="float" setter="" getter="">
The tint intensity to use for the subresources background in the Inspector dock. The tint is used to distinguish between different subresources in the inspector. Higher values result in a more noticeable background color difference.
</member>
<member name="docks/scene_tree/accessibility_warnings" type="bool" setter="" getter="">
If [code]true[/code], accessibility related warnings are displayed alongside other configuration warnings.
</member>
<member name="docks/scene_tree/ask_before_deleting_related_animation_tracks" type="bool" setter="" getter="">
If [code]true[/code], when a node is deleted with animation tracks referencing it, a confirmation dialog appears before the tracks are deleted. The dialog will appear even when using the "Delete (No Confirm)" shortcut.
</member>
@ -288,6 +295,10 @@
<member name="editors/2d/zoom_speed_factor" type="float" setter="" getter="">
The factor to use when zooming in or out in the 2D editor. For example, [code]1.1[/code] will zoom in by 10% with every step. If set to [code]2.0[/code], zooming will only cycle through powers of two.
</member>
<member name="editors/3d/active_selection_box_color" type="Color" setter="" getter="">
The color to use for the active selection box that surrounds selected nodes in the 3D editor viewport. The color's alpha channel influences the selection box's opacity.
[b]Note:[/b] The term "active" indicates that this object is the primary selection used as the basis for certain operations. This is the last selected [Node3D], which can be reordered with [kbd]Shift + Left mouse button[/kbd].
</member>
<member name="editors/3d/default_fov" type="float" setter="" getter="">
The default camera vertical field of view to use in the 3D editor (in degrees). The camera field of view can be adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If a scene had its camera field of view adjusted using the [b]View[/b] menu, this setting is ignored in the scene in question. This setting is also ignored while a [Camera3D] node is being previewed in the editor.
[b]Note:[/b] The editor camera always uses the [b]Keep Height[/b] aspect mode.
@ -514,12 +525,22 @@
If [code]true[/code], display a confirmation dialog when adding a new track to an animation by pressing the "key" icon next to a property. Holding Shift will bypass the dialog.
If [code]false[/code], the behavior is reversed, i.e. the dialog only appears when Shift is held.
</member>
<member name="editors/animation/default_animation_step" type="float" setter="" getter="">
Default step used when creating a new [Animation] in the Animation bottom panel. Only affects the first animation created in the [AnimationPlayer]. By default, other newly created animations will use the step from the previous ones.
This value is always expressed in seconds. If you want e.g. [code]10[/code] FPS to be the default, you need to set the default step to [code]0.1[/code].
</member>
<member name="editors/animation/default_create_bezier_tracks" type="bool" setter="" getter="">
If [code]true[/code], create a Bezier track instead of a standard track when pressing the "key" icon next to a property. Bezier tracks provide more control over animation curves, but are more difficult to adjust quickly.
</member>
<member name="editors/animation/default_create_reset_tracks" type="bool" setter="" getter="">
If [code]true[/code], create a [code]RESET[/code] track when creating a new animation track. This track can be used to restore the animation to a "default" state.
</member>
<member name="editors/animation/default_fps_compatibility" type="bool" setter="" getter="">
Controls whether [AnimationPlayer] will apply snapping to nearest integer FPS when snapping is in Seconds mode. The option is remembered locally for a scene and this option only determines the default value when scene doesn't have local state yet.
</member>
<member name="editors/animation/default_fps_mode" type="int" setter="" getter="">
Default step mode for [AnimationPlayer] (seconds or FPS). The option is remembered locally for a scene and this option only determines the default value when scene doesn't have local state yet.
</member>
<member name="editors/animation/onion_layers_future_color" type="Color" setter="" getter="">
The modulate color to use for "future" frames displayed in the animation editor's onion skinning feature.
</member>
@ -787,7 +808,7 @@
</member>
<member name="interface/editor/accept_dialog_cancel_ok_buttons" type="int" setter="" getter="">
How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one.
- [b]Auto[/b] follows the platform convention: Cancel first on macOS and Linux, OK first on Windows.
- [b]Auto[/b] follows the platform convention: OK first on Windows, KDE, and LXQt, Cancel first on macOS and other Linux desktop environments.
- [b]Cancel First[/b] forces the ordering Cancel/OK.
- [b]OK First[/b] forces the ordering OK/Cancel.
</member>
@ -829,7 +850,7 @@
Translations are provided by the community. If you spot a mistake, [url=$DOCS_URL/contributing/documentation/editor_and_docs_localization.html]contribute to editor translations on Weblate![/url]
</member>
<member name="interface/editor/editor_screen" type="int" setter="" getter="">
The preferred monitor to display the editor. If [b]Auto[/b], the editor will remember the last screen it was displayed on across restarts.
The preferred monitor to display the editor. If [b]Auto[/b], the editor will remember the last screen it was displayed on across multiple sessions.
</member>
<member name="interface/editor/expand_to_title" type="bool" setter="" getter="">
Expanding main editor window content to the title, if supported by [DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE].
@ -890,7 +911,7 @@
If [code]true[/code], scenes and scripts are saved when the editor loses focus. Depending on the work flow, this behavior can be less intrusive than [member text_editor/behavior/files/autosave_interval_secs] or remembering to save manually.
</member>
<member name="interface/editor/separate_distraction_mode" type="bool" setter="" getter="">
If [code]true[/code], the editor's Script tab will have a separate distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/code], the distraction-free mode toggle is shared between all tabs.
If [code]true[/code], the editor's Script tab will have a separate distraction mode setting from the 2D/3D/Game/AssetLib tabs. If [code]false[/code], the distraction-free mode toggle is shared between all tabs.
</member>
<member name="interface/editor/show_internal_errors_in_toast_notifications" type="int" setter="" getter="">
If enabled, displays internal engine errors in toast notifications (toggleable by clicking the "bell" icon at the bottom of the editor). No matter the value of this setting, non-internal engine errors will always be visible in toast notifications.
@ -909,6 +930,9 @@
[b]Note:[/b] To query whether the editor can use multiple windows in an editor plugin, use [method EditorInterface.is_multi_window_enabled] instead of querying the value of this editor setting.
[b]Note:[/b] If [code]true[/code], game embedding is disabled.
</member>
<member name="interface/editor/tablet_driver" type="int" setter="" getter="">
Overrides the tablet driver used by the editor.
</member>
<member name="interface/editor/ui_layout_direction" type="int" setter="" getter="">
Editor UI default layout direction.
</member>
@ -1081,6 +1105,10 @@
If [code]true[/code], enable two finger pan and scale gestures on touchscreen devices.
[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices.
</member>
<member name="interface/touchscreen/enable_touch_actions_panel" type="bool" setter="" getter="">
If [code]true[/code], enables the TouchActionsPanel to provide easy access to keyboard shortcuts on touchscreen devices.
[b]Note:[/b] Only available in the Android editor.
</member>
<member name="interface/touchscreen/increase_scrollbar_touch_area" type="bool" setter="" getter="">
If [code]true[/code], increases the scrollbar touch area to improve usability on touchscreen devices.
[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices.
@ -1165,7 +1193,7 @@
</member>
<member name="run/window_placement/rect" type="int" setter="" getter="">
The window mode to use to display the project when starting the project from the editor.
[b]Note:[/b] Game embedding is not available for "Force Maximized" or "Force Fullscreen."
[b]Note:[/b] Game embedding is not available for [b]"Force Maximized"[/b] or [b]"Force Fullscreen"[/b].
</member>
<member name="run/window_placement/rect_custom_position" type="Vector2" setter="" getter="">
The custom position to use when starting the project from the editor (in pixels from the top-left corner). Only effective if [member run/window_placement/rect] is set to [b]Custom Position[/b].
@ -1248,6 +1276,10 @@
<member name="text_editor/behavior/files/convert_indent_on_save" type="bool" setter="" getter="">
If [code]true[/code], converts indentation to match the script editor's indentation settings when saving a script. See also [member text_editor/behavior/indent/type].
</member>
<member name="text_editor/behavior/files/drop_preload_resources_as_uid" type="bool" setter="" getter="">
If [code]true[/code], when dropping a [Resource] file to script editor while [kbd]Ctrl[/kbd] is held, the resource will be preloaded with a UID. If [code]false[/code], the resource will be preloaded with a path.
When you hold [kbd]Ctrl+Shift[/kbd], the behavior is reversed.
</member>
<member name="text_editor/behavior/files/open_dominant_script_on_scene_change" type="bool" setter="" getter="">
If [code]true[/code], opening a scene automatically opens the script attached to the root node, or the topmost node if the root has no script.
</member>
@ -1517,6 +1549,9 @@
<member name="text_editor/theme/highlighting/user_type_color" type="Color" setter="" getter="">
The script editor's color for user-defined types (using [code]class_name[/code]).
</member>
<member name="text_editor/theme/highlighting/warning_color" type="Color" setter="" getter="">
The script editor's background color for lines with warnings. This should be set to a translucent color so that it can display on top of other line color modifiers such as [member text_editor/theme/highlighting/current_line_color].
</member>
<member name="text_editor/theme/highlighting/word_highlighted_color" type="Color" setter="" getter="">
The script editor's color for words highlighted by selecting them. Only visible if [member text_editor/appearance/caret/highlight_all_occurrences] is [code]true[/code].
</member>