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Document editor/naming/scene_name_casing setting #74675

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merged 1 commit into from
Mar 10, 2023

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AThousandShips
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@AThousandShips AThousandShips commented Mar 9, 2023

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 to project_settings.cpp requires including editor_node.h which felt excessive.

@AThousandShips AThousandShips requested a review from a team as a code owner March 9, 2023 19:10
@@ -212,6 +212,9 @@ void register_editor_types() {
EditorPlugins::add_by_type<Skeleton2DEditorPlugin>();
EditorPlugins::add_by_type<Sprite2DEditorPlugin>();
EditorPlugins::add_by_type<TilesEditorPlugin>();

// For correct doc generation.
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If it is the correct place, please move these definitions here too.

// 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

@@ -1314,10 +1314,6 @@ ProjectSettings::ProjectSettings() {

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

@AThousandShips
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AThousandShips commented Mar 9, 2023

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.
@akien-mga akien-mga merged commit 82c8f57 into godotengine:master Mar 10, 2023
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Thanks!

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Thank you!

@AThousandShips AThousandShips deleted the scene_name_casing branch March 10, 2023 13:22
@YuriSizov
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Cherry-picked for 4.0.1.

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4 participants