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Merge pull request #74675 from AThousandShips/scene_name_casing

Document `editor/naming/scene_name_casing` setting
Rémi Verschelde 2 年之前
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82c8f57763
共有 4 個文件被更改,包括 12 次插入9 次删除
  1. 0 8
      core/config/project_settings.cpp
  2. 3 0
      doc/classes/ProjectSettings.xml
  3. 0 1
      editor/editor_node.cpp
  4. 9 0
      editor/register_editor_types.cpp

+ 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() {