[Core] Add Engine.print_to_stout setting to control printing

Also added notes to the related project settings pointing to the
`Engine` properties.
This commit is contained in:
A Thousand Ships
2024-04-20 20:19:48 +02:00
parent e4e024ab88
commit d49ec39d63
7 changed files with 33 additions and 3 deletions

View File

@@ -337,6 +337,10 @@
[b]Note:[/b] This property does not impact the editor's Errors tab when running a project from the editor.
[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. In a [code]@tool[/code] script, this will also impact the editor itself. Do [i]not[/i] report bugs before ensuring error messages are enabled (as they are by default).
</member>
<member name="print_to_stdout" type="bool" setter="set_print_to_stdout" getter="is_printing_to_stdout" default="true">
If [code]false[/code], stops printing messages (for example using [method @GlobalScope.print]) to the console, log files, and editor Output log. This property is equivalent to the [member ProjectSettings.application/run/disable_stdout] project setting.
[b]Note:[/b] This does not stop printing errors or warnings produced by scripts to the console or log files, for more details see [member print_error_messages].
</member>
<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
The speed multiplier at which the in-game clock updates, compared to real time. For example, if set to [code]2.0[/code] the game runs twice as fast, and if set to [code]0.5[/code] the game runs half as fast.
This value affects [Timer], [SceneTreeTimer], and all other simulations that make use of [code]delta[/code] time (such as [method Node._process] and [method Node._physics_process]).