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@@ -435,7 +435,7 @@
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<member name="debug/shapes/collision/max_contacts_displayed" type="int" setter="" getter="" default="10000">
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Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu.
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</member>
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- <member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color( 0, 0.6, 0.7, 0.5 )">
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+ <member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color( 0, 0.6, 0.7, 0.42 )">
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Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
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</member>
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<member name="debug/shapes/navigation/disabled_geometry_color" type="Color" setter="" getter="" default="Color( 1, 0.7, 0.1, 0.4 )">
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@@ -1031,6 +1031,32 @@
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Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
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[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
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</member>
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+ <member name="rendering/2d/options/ninepatch_mode" type="int" setter="" getter="" default="0">
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+ Choose between default mode where corner scalings are preserved matching the artwork, and scaling mode.
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+ Not available in GLES3 when [member rendering/batching/options/use_batching] is off.
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+ </member>
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+ <member name="rendering/2d/options/use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false">
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+ Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
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+ If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 rendering, but only on desktop platforms.
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+ </member>
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+ <member name="rendering/2d/options/use_software_skinning" type="bool" setter="" getter="" default="true">
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+ If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances.
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+ Currently only available when [member rendering/batching/options/use_batching] is active.
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+ [b]Note:[/b] Antialiased software skinned polys are not supported, and will be rendered without antialiasing.
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+ </member>
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+ <member name="rendering/2d/snapping/use_camera_snap" type="bool" setter="" getter="" default="false">
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+ If [code]true[/code], forces snapping of 2D viewports to the nearest whole coordinate.
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+ Can reduce unwanted camera relative movement in pixel art styles.
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+ </member>
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+ <member name="rendering/2d/snapping/use_gpu_pixel_snap" type="bool" setter="" getter="" default="false">
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+ If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. May help in some pixel art styles.
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+ This snapping is performed on the GPU in the vertex shader.
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+ Consider using the project setting [member rendering/batching/precision/uv_contract] to prevent artifacts.
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+ </member>
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+ <member name="rendering/2d/snapping/use_transform_snap" type="bool" setter="" getter="" default="false">
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+ If [code]true[/code], forces snapping of 2D object transforms to the nearest whole coordinate.
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+ Can help prevent unwanted relative movement in pixel art styles.
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+ </member>
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<member name="rendering/batching/debug/diagnose_frame" type="bool" setter="" getter="" default="false">
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When batching is on, this regularly prints a frame diagnosis log. Note that this will degrade performance.
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</member>
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@@ -1124,31 +1150,6 @@
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<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
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Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
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</member>
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- <member name="rendering/quality/2d/ninepatch_mode" type="int" setter="" getter="" default="0">
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- Choose between default mode where corner scalings are preserved matching the artwork, and scaling mode.
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- Not available in GLES3 when [member rendering/batching/options/use_batching] is off.
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- </member>
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- <member name="rendering/quality/2d/use_camera_snap" type="bool" setter="" getter="" default="false">
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- If [code]true[/code], forces snapping of 2D viewports to the nearest whole coordinate.
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- Can reduce unwanted camera relative movement in pixel art styles.
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- </member>
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- <member name="rendering/quality/2d/use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false">
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- Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
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- If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 rendering, but only on desktop platforms.
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- </member>
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- <member name="rendering/quality/2d/use_pixel_snap" type="bool" setter="" getter="" default="false">
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- If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
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- Consider using the project setting [member rendering/batching/precision/uv_contract] to prevent artifacts.
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- </member>
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- <member name="rendering/quality/2d/use_software_skinning" type="bool" setter="" getter="" default="true">
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- If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances.
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- Currently only available when [member rendering/batching/options/use_batching] is active.
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- [b]Note:[/b] Antialiased software skinned polys are not supported, and will be rendered without antialiasing.
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- </member>
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- <member name="rendering/quality/2d/use_transform_snap" type="bool" setter="" getter="" default="false">
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- If [code]true[/code], forces snapping of 2D object transforms to the nearest whole coordinate.
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- Can help prevent unwanted relative movement in pixel art styles.
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- </member>
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<member name="rendering/quality/depth/hdr" type="bool" setter="" getter="" default="true">
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If [code]true[/code], allocates the main framebuffer with high dynamic range. High dynamic range allows the use of [Color] values greater than 1.
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[b]Note:[/b] Only available on the GLES3 backend.
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