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Update workspace list in various files

ProgrammerOnCoffee 6 months ago
parent
commit
abe1b4b799

+ 1 - 1
doc/classes/EditorInterface.xml

@@ -438,7 +438,7 @@
 			<return type="void" />
 			<param index="0" name="name" type="String" />
 			<description>
-				Sets the editor's current main screen to the one specified in [param name]. [param name] must match the title of the tab in question exactly (e.g. [code]2D[/code], [code]3D[/code], [code skip-lint]Script[/code], or [code]AssetLib[/code] for default tabs).
+				Sets the editor's current main screen to the one specified in [param name]. [param name] must match the title of the tab in question exactly (e.g. [code]2D[/code], [code]3D[/code], [code skip-lint]Script[/code], [code]Game[/code], or [code]AssetLib[/code] for default tabs).
 			</description>
 		</method>
 		<method name="set_plugin_enabled">

+ 4 - 4
doc/classes/EditorPlugin.xml

@@ -234,7 +234,7 @@
 			<return type="Texture2D" />
 			<description>
 				Override this method in your plugin to return a [Texture2D] in order to give it an icon.
-				For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
+				For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "AssetLib" buttons.
 				Ideally, the plugin icon should be white with a transparent background and 16×16 pixels in size.
 				[codeblocks]
 				[gdscript]
@@ -260,7 +260,7 @@
 			<return type="String" />
 			<description>
 				Override this method in your plugin to provide the name of the plugin when displayed in the Godot editor.
-				For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", and "AssetLib" buttons.
+				For main screen plugins, this appears at the top of the screen, to the right of the "2D", "3D", "Script", "Game", and "AssetLib" buttons.
 			</description>
 		</method>
 		<method name="_get_state" qualifiers="virtual const">
@@ -329,7 +329,7 @@
 		<method name="_has_main_screen" qualifiers="virtual const">
 			<return type="bool" />
 			<description>
-				Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and [b]AssetLib[/b]).
+				Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b], [b]Game[/b], and [b]AssetLib[/b]).
 				When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of [method EditorInterface.get_editor_main_screen] and made visible inside [method _make_visible].
 				Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the plugin button's appearance.
 				[codeblock]
@@ -784,7 +784,7 @@
 		<signal name="main_screen_changed">
 			<param index="0" name="screen_name" type="String" />
 			<description>
-				Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins.
+				Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]Game[/b], [b]AssetLib[/b]). Also works with custom screens defined by plugins.
 			</description>
 		</signal>
 		<signal name="project_settings_changed" deprecated="Use [signal ProjectSettings.settings_changed] instead.">

+ 1 - 1
doc/classes/EditorSettings.xml

@@ -890,7 +890,7 @@
 			If [code]true[/code], scenes and scripts are saved when the editor loses focus. Depending on the work flow, this behavior can be less intrusive than [member text_editor/behavior/files/autosave_interval_secs] or remembering to save manually.
 		</member>
 		<member name="interface/editor/separate_distraction_mode" type="bool" setter="" getter="">
-			If [code]true[/code], the editor's Script tab will have a separate distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/code], the distraction-free mode toggle is shared between all tabs.
+			If [code]true[/code], the editor's Script tab will have a separate distraction mode setting from the 2D/3D/Game/AssetLib tabs. If [code]false[/code], the distraction-free mode toggle is shared between all tabs.
 		</member>
 		<member name="interface/editor/show_internal_errors_in_toast_notifications" type="int" setter="" getter="">
 			If enabled, displays internal engine errors in toast notifications (toggleable by clicking the "bell" icon at the bottom of the editor). No matter the value of this setting, non-internal engine errors will always be visible in toast notifications.

+ 1 - 1
editor/editor_interface.cpp

@@ -741,7 +741,7 @@ void EditorInterface::get_argument_options(const StringName &p_function, int p_i
 	const String pf = p_function;
 	if (p_idx == 0) {
 		if (pf == "set_main_screen_editor") {
-			for (String E : { "\"2D\"", "\"3D\"", "\"Script\"", "\"AssetLib\"" }) {
+			for (String E : { "\"2D\"", "\"3D\"", "\"Script\"", "\"Game\"", "\"AssetLib\"" }) {
 				r_options->push_back(E);
 			}
 		} else if (pf == "get_editor_viewport_3d") {