Implement the %command% placeholder in the Main Run Args setting
This can be used to tell Godot to run an executable that will run Godot rather than running Godot directly. This is useful to make Godot start on the dedicated GPU when using a NVIDIA Optimus setup on Linux: `prime-run %command%` The `editor/run/main_run_args` setting declaration was moved to make it visible in the ProjectSettings documentation.
This commit is contained in:
parent
a33a8f1e29
commit
ce4aa07276
5 changed files with 51 additions and 8 deletions
|
|
@ -542,6 +542,14 @@
|
|||
<member name="editor/node_naming/name_num_separator" type="int" setter="" getter="" default="0">
|
||||
What to use to separate node name from number. This is mostly an editor setting.
|
||||
</member>
|
||||
<member name="editor/run/main_run_args" type="String" setter="" getter="" default="""">
|
||||
The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself.
|
||||
It is possible to make another executable run Godot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder.
|
||||
For example, this can be used to force the project to run on the dedicated GPU in a NVIDIA Optimus system on Linux:
|
||||
[codeblock]
|
||||
prime-run %command%
|
||||
[/codeblock]
|
||||
</member>
|
||||
<member name="editor/script/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray( "gd", "shader" )">
|
||||
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.
|
||||
</member>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue