Reorder and document advanced settings.
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@@ -87,31 +87,50 @@ namespace OpenRA
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public class DebugSettings
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{
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public bool DisplayDeveloperSettings = false;
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public bool BotDebug = false;
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public bool LuaDebug = false;
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[Desc("Display average FPS and tick/render times")]
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public bool PerfText = false;
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[Desc("Display a graph with various profiling traces")]
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public bool PerfGraph = false;
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[Desc("Amount of time required for triggering perf.log output.")]
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public float LongTickThresholdMs = 1;
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public bool SyncCheckUnsyncedCode = false;
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public bool SyncCheckBotModuleCode = false;
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[Desc("Numer of samples to average over when calculating tick and render times.")]
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public int Samples = 25;
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public bool StrictActivityChecking = false;
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[Desc("Check whether a newer version is available online.")]
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public bool CheckVersion = true;
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[Desc("Allow the collection of anonymous data such as Operating System, .NET runtime, OpenGL version and language settings.")]
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public bool SendSystemInformation = true;
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[Desc("Version of sysinfo that the player last opted in or out of.")]
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public int SystemInformationVersionPrompt = 0;
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public string UUID = System.Guid.NewGuid().ToString();
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[Desc("Sysinfo anonymous user identifier.")]
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public string UUID = Guid.NewGuid().ToString();
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[Desc("Enable hidden developer settings in the Advanced settings tab.")]
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public bool DisplayDeveloperSettings = false;
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[Desc("Display bot debug messages in the game chat.")]
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public bool BotDebug = false;
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[Desc("Display Lua debug messages in the game chat.")]
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public bool LuaDebug = false;
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[Desc("Enable the chat field during replays to allow use of console commands.")]
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public bool EnableDebugCommandsInReplays = false;
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[Desc("Amount of time required for triggering perf.log output.")]
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public float LongTickThresholdMs = 1;
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[Desc("Throw an exception if the world sync hash changes while evaluating user input.")]
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public bool SyncCheckUnsyncedCode = false;
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[Desc("Throw an exception if the world sync hash changes while evaluating BotModules.")]
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public bool SyncCheckBotModuleCode = false;
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[Desc("Throw an exception if an actor activity is ticked after it has been marked as completed.")]
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public bool StrictActivityChecking = false;
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}
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public class GraphicSettings
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