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Document editor/naming/scene_name_casing
setting
#74675
Document editor/naming/scene_name_casing
setting
#74675
Conversation
@@ -212,6 +212,9 @@ void register_editor_types() { | |||
EditorPlugins::add_by_type<Skeleton2DEditorPlugin>(); | |||
EditorPlugins::add_by_type<Sprite2DEditorPlugin>(); | |||
EditorPlugins::add_by_type<TilesEditorPlugin>(); | |||
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// For correct doc generation. |
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If it is the correct place, please move these definitions here too.
godot/core/config/project_settings.cpp
Lines 1317 to 1319 in c1128e9
// 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}"); |
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Will do, see my reasoning above
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core/config/project_settings.cpp
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@@ -1314,10 +1314,6 @@ ProjectSettings::ProjectSettings() { | |||
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GLOBAL_DEF(PropertyInfo(Variant::STRING, "editor/script/templates_search_path", PROPERTY_HINT_DIR), "res://script_templates"); |
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What about this one, and the two just above?
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Probably a good idea to keep them all together yeah
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Seems this one should not be moved due to order of initialization, will put it back as it worked before, though should probably be investigated separately |
Moved definitions of editor related project settings to `editor/register_editor_types.cpp` to make documentation work.
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Thanks! |
Thank you! |
Cherry-picked for 4.0.1. |
Moved definition to
editor/register_editor_types.cpp
to make documentation work, there are several ways to achieve this but this is the least obtrusive, adding it toproject_settings.cpp
requires includingeditor_node.h
which felt excessive.