mirror of https://github.com/godotengine/godot
Add missing docs for worker thread pool ProjectSettings and TreeItem.uncollapse_tree()
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@ -2764,6 +2764,7 @@
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[/codeblock]
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</member>
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<member name="threading/worker_pool/low_priority_thread_ratio" type="float" setter="" getter="" default="0.3">
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The ratio of [WorkerThreadPool]'s threads that will be reserved for low-priority tasks. For example, if 10 threads are available and this value is set to [code]0.3[/code], 3 of the worker threads will be reserved for low-priority tasks. The actual value won't exceed the number of CPU cores minus one, and if possible, at least one worker thread will be dedicated to low-priority tasks.
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</member>
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<member name="threading/worker_pool/max_threads" type="int" setter="" getter="" default="-1">
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Maximum number of threads to be used by [WorkerThreadPool]. Value of [code]-1[/code] means no limit.
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@ -2772,7 +2773,7 @@
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Action map configuration to load by default.
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</member>
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<member name="xr/openxr/enabled" type="bool" setter="" getter="" default="false">
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If [code]true[/code] Godot will setup and initialize OpenXR on startup.
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If [code]true[/code], Godot will setup and initialize OpenXR on startup.
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</member>
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<member name="xr/openxr/environment_blend_mode" type="int" setter="" getter="" default=""0"">
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Specify how OpenXR should blend in the environment. This is specific to certain AR and passthrough devices where camera images are blended in by the XR compositor.
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@ -754,6 +754,7 @@
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<method name="uncollapse_tree">
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<return type="void" />
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<description>
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Uncollapses all [TreeItem]s necessary to reveal this [TreeItem], i.e. all ancestor [TreeItem]s.
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</description>
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</method>
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</methods>
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