Backported from godot4: Fix --debug-avoidance description.

Fixes c&p error in --debug-avoidance description.
- smix8
d171dfce9a
This commit is contained in:
Relintai 2023-09-02 13:03:30 +02:00
parent c55f0b4520
commit 2d5a8a2b93

View File

@ -377,7 +377,7 @@ void Main::print_help(const char *p_binary) {
#if defined(DEBUG_ENABLED) && !defined(SERVER_ENABLED) #if defined(DEBUG_ENABLED) && !defined(SERVER_ENABLED)
OS::get_singleton()->print(" --debug-collisions Show collision shapes when running the scene.\n"); OS::get_singleton()->print(" --debug-collisions Show collision shapes when running the scene.\n");
OS::get_singleton()->print(" --debug-navigation Show navigation polygons when running the scene.\n"); OS::get_singleton()->print(" --debug-navigation Show navigation polygons when running the scene.\n");
OS::get_singleton()->print(" --debug-avoidance Show navigation polygons when running the scene.\n"); OS::get_singleton()->print(" --debug-avoidance Show navigation avoidance debug visuals when running the scene.\n");
OS::get_singleton()->print(" --debug-paths Show path lines when running the scene.\n"); OS::get_singleton()->print(" --debug-paths Show path lines when running the scene.\n");
OS::get_singleton()->print(" --debug-shader-fallbacks Use the fallbacks of the shaders which have one when running the scene (GL ES 3 only).\n"); OS::get_singleton()->print(" --debug-shader-fallbacks Use the fallbacks of the shaders which have one when running the scene (GL ES 3 only).\n");
#endif #endif