Skip to content

Commit 8db5923

Browse files
authored
Merge pull request #10214 from tetrapod00/project-settings-links
Link to project settings when mentioning them
2 parents 7eb4617 + a8667ff commit 8db5923

16 files changed

+75
-53
lines changed

tutorials/2d/2d_antialiasing.rst

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -80,8 +80,8 @@ affect** the following kinds of aliasing in any way:
8080
- Aliasing in font rendering.
8181

8282
MSAA can be enabled in the Project Settings by changing the value of the
83-
**Rendering > Anti Aliasing > Quality > MSAA 2D** setting. It's important to change
84-
the value of the **MSAA 2D** setting and not **MSAA 3D**, as these are entirely
83+
:ref:`Rendering > Anti Aliasing > Quality > MSAA 2D<class_ProjectSettings_property_rendering/anti_aliasing/quality/msaa_2d>`
84+
setting. It's important to change the value of the **MSAA 2D** setting and not **MSAA 3D**, as these are entirely
8585
separate settings.
8686

8787
Comparison between no antialiasing (left) and various MSAA levels (right). The

tutorials/2d/2d_parallax.rst

Lines changed: 5 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -78,8 +78,11 @@ do?
7878
Make the viewport smaller
7979
^^^^^^^^^^^^^^^^^^^^^^^^^
8080

81-
The simplest answer is to make the viewport the same size or smaller than your textures. Click on
82-
``Project -> Project Settings -> Window`` and change the viewport height and width to match your background.
81+
The simplest answer is to make the viewport the same size or smaller than your textures.
82+
In **Project Settings > Display > Window**, change the
83+
:ref:`Viewport Width<class_ProjectSettings_property_display/window/size/viewport_width>`
84+
and :ref:`Viewport Height<class_ProjectSettings_property_display/window/size/viewport_height>`
85+
settings to match your background.
8386

8487
.. image:: img/2d_parallax_size_viewport.webp
8588

tutorials/2d/custom_drawing_in_2d.rst

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -254,9 +254,9 @@ You will have to code a function to perform this and draw it yourself.
254254

255255
The following instructions use a fixed set of coordinates that could be too small
256256
for high resolution screens (larger than 1080p). If that is your case, and the
257-
drawing is too small consider increasing your window scale in
258-
``Menu > Project > Project settings > display/window/stretch/scale`` to adjust
259-
the project to a higher resolution (a 2 or 4 scale tends to work well).
257+
drawing is too small consider increasing your window scale in the project setting
258+
:ref:`Display > Window > Stretch > Scale<class_ProjectSettings_property_display/window/stretch/scale>`
259+
to adjust the project to a higher resolution (a 2 or 4 scale tends to work well).
260260

261261
Drawing a custom polygon shape
262262
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

tutorials/3d/3d_antialiasing.rst

Lines changed: 13 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -70,8 +70,8 @@ To make specular aliasing less noticeable, use the `Screen-space roughness limit
7070
which is enabled by default.
7171

7272
MSAA can be enabled in the Project Settings by changing the value of the
73-
**Rendering > Anti Aliasing > Quality > MSAA 3D** setting. It's important to change
74-
the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely
73+
:ref:`Rendering > Anti Aliasing > Quality > MSAA 3D<class_ProjectSettings_property_rendering/anti_aliasing/quality/msaa_3d>`
74+
setting. It's important to change the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely
7575
separate settings.
7676

7777
Comparison between no antialiasing (left) and various MSAA levels (right).
@@ -108,8 +108,9 @@ downside of TAA is that it can exhibit *ghosting* artifacts behind moving
108108
objects. Rendering at a higher framerate will allow TAA to converge faster,
109109
therefore making those ghosting artifacts less visible.
110110

111-
Temporal antialiasing can be enabled in the Project Settings by changing the
112-
value of the **Rendering > Anti Aliasing > Quality > Use TAA** setting.
111+
Temporal antialiasing can be enabled in the Project Settings by changing the value of the
112+
:ref:`Rendering > Anti Aliasing > Quality > TAA<class_ProjectSettings_property_rendering/anti_aliasing/quality/use_taa>`
113+
setting.
113114

114115
Comparison between no antialiasing (left) and TAA (right):
115116

@@ -172,9 +173,9 @@ as an in-game option may still be worthwhile for players with low-end GPUs.
172173
FXAA introduces a moderate amount of blur when enabled (more than TAA when
173174
still, but less than TAA when the camera is moving).
174175

175-
FXAA can be enabled in the Project Settings by changing the
176-
value of the **Rendering > Anti Aliasing > Quality > Screen Space AA** setting to
177-
**FXAA**.
176+
FXAA can be enabled in the Project Settings by changing the value of the
177+
:ref:`Rendering > Anti Aliasing > Quality > Screen Space AA<class_ProjectSettings_property_rendering/anti_aliasing/quality/screen_space_aa>`
178+
setting to ``FXAA``.
178179

179180
Comparison between no antialiasing (left) and FXAA (right):
180181

@@ -194,9 +195,11 @@ The downside of SSAA is its *extremely* high cost. This cost generally makes
194195
SSAA difficult to use for game purposes, but you may still find supersampling
195196
useful for :ref:`offline rendering <doc_creating_movies>`.
196197

197-
Supersample antialiasing is performed by increasing the **Rendering > Scaling 3D
198-
> Scale** advanced project setting above ``1.0`` while ensuring
199-
**Rendering > Scaling 3D > Mode** is set to **Bilinear** (the default).
198+
Supersample antialiasing is performed by increasing the
199+
:ref:`Rendering > Scaling 3D > Scale<class_ProjectSettings_property_rendering/scaling_3d/scale>`
200+
advanced project setting above ``1.0`` while ensuring
201+
:ref:`Rendering > Scaling 3D > Mode<class_ProjectSettings_property_rendering/scaling_3d/mode>`
202+
is set to ``Bilinear`` (the default).
200203
Since the scale factor is defined per-axis, a scale factor of ``1.5`` will result
201204
in 2.25× SSAA while a scale factor of ``2.0`` will result in 4× SSAA. Since Godot
202205
uses the hardware's own bilinear filtering to perform the downsampling, the result

tutorials/3d/3d_rendering_limitations.rst

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -46,8 +46,9 @@ rendering, where banding may be visible when using smooth gradient textures.
4646

4747
There are two main ways to alleviate banding:
4848

49-
- If using the Forward+ or Forward Mobile rendering methods, enable **Use
50-
Debanding** in the advanced Project Settings. This applies a fullscreen debanding
49+
- If using the Forward+ or Forward Mobile rendering methods, enable
50+
:ref:`Use Debanding<class_ProjectSettings_property_rendering/anti_aliasing/quality/use_debanding>`
51+
in **Project Settings > Rendering > Anti Aliasing**. This applies a fullscreen debanding
5152
shader as a post-processing effect and is very cheap.
5253
- Alternatively, bake some noise into your textures. This is mainly effective in
5354
2D, e.g. for vignetting effects. In 3D, you can also use a `custom debanding

tutorials/3d/environment_and_post_processing.rst

Lines changed: 6 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -653,7 +653,8 @@ There are 2 ways to use glow in 2D:
653653
rendering output.
654654

655655
- To enable HDR in 2D, open the Project Settings, enable
656-
**Rendering > Viewport > HDR 2D** then restart the editor.
656+
:ref:`Rendering > Viewport > HDR 2D<class_ProjectSettings_property_rendering/viewport/hdr_2d>`
657+
then restart the editor.
657658

658659
- If you want to maximize performance, you can leave HDR disabled for 2D
659660
rendering. However, you will have less control on which objects glow.
@@ -676,10 +677,10 @@ There are 2 ways to use glow in 2D:
676677
.. warning::
677678

678679
The 2D renderer renders in linear color space if the
679-
**Rendering > Viewport > HDR 2D** project setting is enabled, so
680-
``source_color`` must also be used for uniform samplers that are
681-
used as color input in ``canvas_item`` shaders. If this is not done,
682-
the texture will appear washed out.
680+
:ref:`Rendering > Viewport > HDR 2D<class_ProjectSettings_property_rendering/viewport/hdr_2d>`
681+
project setting is enabled, so the ``source_color`` hint must also be used
682+
for uniform samplers that are used as color input in ``canvas_item`` shaders.
683+
If this is not done, the texture will appear washed out.
683684

684685
If 2D HDR is disabled, ``source_color`` will keep working correctly in
685686
``canvas_item`` shaders, so it's recommend to use it when relevant either

tutorials/3d/global_illumination/reflection_probes.rst

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -187,9 +187,9 @@ reflection probe rendering. As many reflection probes as desired can be added (a
187187
performance allows). However, there's still a default limit of 512 *clustered
188188
elements* that can be present in the current camera view. A clustered element is
189189
an omni light, a spot light, a :ref:`decal <doc_using_decals>` or a
190-
:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by
191-
adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements**
192-
advanced project setting.
190+
:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by adjusting
191+
:ref:`Max Clustered Elements<class_ProjectSettings_property_rendering/limits/cluster_builder/max_clustered_elements>`
192+
in **Project Settings > Rendering > Limits > Cluster Builder**.
193193

194194
When using the Forward Mobile backend, only 8 reflection probes can be applied on each
195195
individual Mesh *resource*. If there are more reflection probes affecting a single mesh,

tutorials/3d/lights_and_shadows.rst

Lines changed: 9 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -61,9 +61,9 @@ real-time lighting. As many lights as desired can be added (as long as
6161
performance allows). However, there's still a default limit of 512 *clustered
6262
elements* that can be present in the current camera view. A clustered element is
6363
an omni light, a spot light, a :ref:`decal <doc_using_decals>` or a
64-
:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by
65-
adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements**
66-
advanced project setting.
64+
:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by adjusting
65+
:ref:`Max Clustered Elements<class_ProjectSettings_property_rendering/limits/cluster_builder/max_clustered_elements>`
66+
in **Project Settings > Rendering > Limits > Cluster Builder**.
6767

6868
When using the Forward Mobile renderer, there is a limitation of 8 OmniLights +
6969
8 SpotLights per mesh resource. There is also a limit of 256 OmniLights + 256
@@ -72,10 +72,12 @@ currently cannot be changed.
7272

7373
When using the Compatibility renderer, up to 8 OmniLights + 8 SpotLights can be
7474
rendered per mesh resource. This limit can be increased in the advanced Project
75-
Settings by adjusting **Rendering > Limits > OpenGL > Max Renderable Lights**
76-
and/or **Rendering > Limits > OpenGL > Max Lights Per Object** at the cost of
77-
performance and longer shader compilation times. The limit can also be decreased
78-
to reduce shader compilation times and improve performance slightly.
75+
Settings by adjusting
76+
:ref:`Max Renderable Elements<class_ProjectSettings_property_rendering/limits/opengl/max_renderable_elements>`
77+
and/or :ref:`Max Lights per Object<class_ProjectSettings_property_rendering/limits/opengl/max_lights_per_object>`
78+
in **Rendering > Limits > OpenGL**, at the cost of performance and longer shader
79+
compilation times. The limit can also be decreased to reduce shader compilation
80+
times and improve performance slightly.
7981

8082
With all rendering methods, up to 8 DirectionalLights can be visible at a time.
8183
However, each additional DirectionalLight with shadows enabled will reduce the

tutorials/3d/using_decals.rst

Lines changed: 6 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -234,8 +234,9 @@ away from the camera (and may have little to no impact on the final scene
234234
rendering). Using node groups, you can also prevent non-essential decorative
235235
decals from spawning based on user configuration.
236236

237-
The way decals are rendered also has an impact on performance. The **Rendering >
238-
Textures > Decals > Filter** advanced project setting lets you control how decal
237+
The way decals are rendered also has an impact on performance. The
238+
:ref:`Rendering > Textures > Decals > Filter<class_ProjectSettings_property_rendering/textures/decals/filter>`
239+
advanced project setting lets you control how decal
239240
textures should be filtered. **Nearest/Linear** does not use mipmaps. However,
240241
decals will look grainy at a distance. **Nearest/Linear Mipmaps** will look
241242
smoother at a distance, but decals will look blurry when viewed from oblique
@@ -262,9 +263,9 @@ decal rendering. As many decals as desired can be added (as long as
262263
performance allows). However, there's still a default limit of 512 *clustered
263264
elements* that can be present in the current camera view. A clustered element is
264265
an omni light, a spot light, a :ref:`decal <doc_using_decals>` or a
265-
:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by
266-
adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements**
267-
advanced project setting.
266+
:ref:`reflection probe <doc_reflection_probes>`. This limit can be increased by adjusting
267+
:ref:`Max Clustered Elements<class_ProjectSettings_property_rendering/limits/cluster_builder/max_clustered_elements>`
268+
in **Project Settings > Rendering > Limits > Cluster Builder**.
268269

269270
When using the Forward Mobile backend, only 8 decals can be applied on each
270271
individual Mesh *resource*. If there are more decals affecting a single mesh,

tutorials/audio/recording_with_microphone.rst

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@ A simple demo is included in the official demo projects and will be used as
1212
support for this tutorial:
1313
`<https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record>`_.
1414

15-
You will need to enable audio input in the project settings ``Project Settings -> Audio -> Driver -> Enable Input``, or you'll just get empty audio files.
15+
You will need to enable audio input in the :ref:`Audio > Driver > Enable Input<class_ProjectSettings_property_audio/driver/enable_input>` project setting, or you'll just get empty audio files.
1616

1717
The structure of the demo
1818
-------------------------

0 commit comments

Comments
 (0)