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@@ -570,7 +570,7 @@
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<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false">
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If [code]true[/code], sends touch input events when clicking or dragging the mouse.
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</member>
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- <member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.150">
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+ <member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
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Default delay for touch events. This only affects iOS devices.
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</member>
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<member name="layer_names/2d_physics/layer_1" type="String" setter="" getter="" default="""">
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@@ -1192,16 +1192,16 @@
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<member name="rendering/quality/shadows/filter_mode.mobile" type="int" setter="" getter="" default="0">
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Lower-end override for [member rendering/quality/shadows/filter_mode] on mobile devices, due to performance concerns or driver support.
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</member>
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+ <member name="rendering/quality/skinning/force_software_skinning" type="bool" setter="" getter="" default="false">
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+ Forces [MeshInstance] to always perform skinning on the CPU (applies to both GLES2 and GLES3).
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+ See also [member rendering/quality/skinning/software_skinning_fallback].
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+ </member>
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<member name="rendering/quality/skinning/software_skinning_fallback" type="bool" setter="" getter="" default="true">
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Allows [MeshInstance] to perform skinning on the CPU when the hardware doesn't support the default GPU skinning process with GLES2.
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If [code]false[/code], an alternative skinning process on the GPU is used in this case (slower in most cases).
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See also [member rendering/quality/skinning/force_software_skinning].
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[b]Note:[/b] When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.
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</member>
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- <member name="rendering/quality/skinning/force_software_skinning" type="bool" setter="" getter="" default="false">
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- Forces [MeshInstance] to always perform skinning on the CPU (applies to both GLES2 and GLES3).
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- See also [member rendering/quality/skinning/software_skinning_fallback].
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- </member>
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<member name="rendering/quality/spatial_partitioning/render_tree_balance" type="float" setter="" getter="" default="0.17">
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The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
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Larger branches can increase performance significantly in some projects.
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