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Document `editor/naming/scene_name_casing` setting

Moved definitions of editor related project settings to `editor/register_editor_types.cpp` to make documentation work.
Ninni Pipping 2 ani în urmă
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3de5332fcb

+ 0 - 8
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.

+ 3 - 0
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="&quot;&quot;">
 			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.

+ 0 - 1
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);
 

+ 9 - 0
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() {