diff options
-rw-r--r-- | core/config/project_settings.cpp | 8 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 3 | ||||
-rw-r--r-- | editor/editor_node.cpp | 1 | ||||
-rw-r--r-- | editor/register_editor_types.cpp | 9 |
4 files changed, 12 insertions, 9 deletions
diff --git a/core/config/project_settings.cpp b/core/config/project_settings.cpp index 84557e3a64..123e01860e 100644 --- a/core/config/project_settings.cpp +++ b/core/config/project_settings.cpp @@ -1308,16 +1308,8 @@ ProjectSettings::ProjectSettings() { } extensions.push_back("gdshader"); - GLOBAL_DEF("editor/run/main_run_args", ""); - GLOBAL_DEF(PropertyInfo(Variant::PACKED_STRING_ARRAY, "editor/script/search_in_file_extensions"), extensions); - GLOBAL_DEF(PropertyInfo(Variant::STRING, "editor/script/templates_search_path", PROPERTY_HINT_DIR), "res://script_templates"); - - // For correct doc generation. - GLOBAL_DEF("editor/naming/default_signal_callback_name", "_on_{node_name}_{signal_name}"); - GLOBAL_DEF("editor/naming/default_signal_callback_to_self_name", "_on_{signal_name}"); - _add_builtin_input_map(); // Keep the enum values in sync with the `DisplayServer::ScreenOrientation` enum. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index ad4635d9a5..cf24126584 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -750,6 +750,9 @@ <member name="editor/naming/node_name_num_separator" type="int" setter="" getter="" default="0"> What to use to separate node name from number. This is mostly an editor setting. </member> + <member name="editor/naming/scene_name_casing" type="int" setter="" getter="" default="2"> + When generating file names from scene root node, set the type of casing in this project. This is mostly an editor setting. + </member> <member name="editor/run/main_run_args" type="String" setter="" getter="" default=""""> The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself. It is possible to make another executable run Godot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder. diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index efeed648b4..385806a3a7 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -6579,7 +6579,6 @@ void EditorNode::_feature_profile_changed() { } void EditorNode::_bind_methods() { - GLOBAL_DEF(PropertyInfo(Variant::INT, "editor/naming/scene_name_casing", PROPERTY_HINT_ENUM, "Auto,PascalCase,snake_case"), SCENE_NAME_CASING_SNAKE_CASE); ClassDB::bind_method("edit_current", &EditorNode::edit_current); ClassDB::bind_method("edit_node", &EditorNode::edit_node); diff --git a/editor/register_editor_types.cpp b/editor/register_editor_types.cpp index 061baaff7e..d9138128cd 100644 --- a/editor/register_editor_types.cpp +++ b/editor/register_editor_types.cpp @@ -212,6 +212,15 @@ void register_editor_types() { EditorPlugins::add_by_type<Skeleton2DEditorPlugin>(); EditorPlugins::add_by_type<Sprite2DEditorPlugin>(); EditorPlugins::add_by_type<TilesEditorPlugin>(); + + // For correct doc generation. + GLOBAL_DEF("editor/run/main_run_args", ""); + + GLOBAL_DEF(PropertyInfo(Variant::STRING, "editor/script/templates_search_path", PROPERTY_HINT_DIR), "res://script_templates"); + + GLOBAL_DEF("editor/naming/default_signal_callback_name", "_on_{node_name}_{signal_name}"); + GLOBAL_DEF("editor/naming/default_signal_callback_to_self_name", "_on_{signal_name}"); + GLOBAL_DEF(PropertyInfo(Variant::INT, "editor/naming/scene_name_casing", PROPERTY_HINT_ENUM, "Auto,PascalCase,snake_case"), EditorNode::SCENE_NAME_CASING_SNAKE_CASE); } void unregister_editor_types() { |