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@@ -102,7 +102,7 @@
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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- Returns true if the specified property exists and its initial value differs from the current value.
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+ Returns true if the specified property exists and its initial value differs from the current value.
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</description>
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</method>
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<method name="property_get_revert">
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@@ -111,14 +111,14 @@
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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- Returns the initial value of the specified property. Returns null if the property does not exist.
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+ Returns the initial value of the specified property. Returns null if the property does not exist.
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</description>
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</method>
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<method name="save">
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<return type="int" enum="Error">
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</return>
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<description>
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- Saves the configuration to the project.godot file.
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+ Saves the configuration to the project.godot file.
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</description>
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</method>
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<method name="save_custom">
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@@ -127,7 +127,7 @@
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<argument index="0" name="file" type="String">
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</argument>
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<description>
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- Saves the configuration to a custom file.
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+ Saves the configuration to a custom file.
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</description>
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</method>
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<method name="set_initial_value">
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@@ -213,8 +213,6 @@
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<member name="audio/mix_rate" type="int" setter="" getter="">
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Mix rate used for audio. In general, it's better to not touch this and leave it to the host operating system.
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</member>
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- <member name="audio/output_latency" type="int" setter="" getter="">
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- </member>
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<member name="audio/video_delay_compensation_ms" type="int" setter="" getter="">
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Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
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</member>
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@@ -697,6 +695,14 @@
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</member>
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<member name="rendering/quality/reflections/texture_array_reflections.mobile" type="bool" setter="" getter="">
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</member>
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+ <member name="rendering/quality/shading/force_blinn_over_ggx" type="bool" setter="" getter="">
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+ </member>
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+ <member name="rendering/quality/shading/force_blinn_over_ggx.mobile" type="bool" setter="" getter="">
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+ </member>
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+ <member name="rendering/quality/shading/force_lambert_over_burley" type="bool" setter="" getter="">
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+ </member>
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+ <member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="">
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+ </member>
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<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="">
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Force vertex shading for all rendering. This can increase performance a lot, but also reduces quality inmensely. Can work to optimize on very low end mobile.
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</member>
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