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Merge pull request #108285 from timothyqiu/network-mode

Clarify that Network Mode is not mandatory for plugins
Thaddeus Crews 1 month ago
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843e869230
1 changed files with 1 additions and 0 deletions
  1. 1 0
      doc/classes/EditorSettings.xml

+ 1 - 0
doc/classes/EditorSettings.xml

@@ -1156,6 +1156,7 @@
 		</member>
 		</member>
 		<member name="network/connection/network_mode" type="int" setter="" getter="">
 		<member name="network/connection/network_mode" type="int" setter="" getter="">
 			Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Godot website or third-party platforms hosting assets from the Asset Library.
 			Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Godot website or third-party platforms hosting assets from the Asset Library.
+			Editor plugins and tool scripts are recommended to follow this setting. However, Godot can't prevent them from violating this rule.
 		</member>
 		</member>
 		<member name="network/debug/remote_host" type="String" setter="" getter="">
 		<member name="network/debug/remote_host" type="String" setter="" getter="">
 			The address to listen to when starting the remote debugger. This can be set to this device's local IP address to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]).
 			The address to listen to when starting the remote debugger. This can be set to this device's local IP address to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from [code]localhost[/code]).