Merge pull request #33074 from Calinou/doc-projectsettings-override
Document `override.cfg` behavior in the ProjectSettings class
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<description>
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Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.
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When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog.
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[b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary.
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</description>
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<tutorials>
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</tutorials>
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</member>
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<member name="application/config/project_settings_override" type="String" setter="" getter="" default="""">
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Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code].
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[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings (see this class' description at the top).
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</member>
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<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
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If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code].
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