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authorNinni Pipping <over999ships@gmail.com>2023-03-09 19:07:47 +0100
committerYuri Sizov <yuris@humnom.net>2023-03-13 14:25:46 +0100
commit8dca093d97713923f5ae37e68df82b82e60e15b2 (patch)
treef00e6de8ae308f6dfcb0682694be1e5b002e610d /doc
parent5180116c0752163d6954abef61a873b32ae38f30 (diff)
Document `editor/naming/scene_name_casing` setting
Moved definitions of editor related project settings to `editor/register_editor_types.cpp` to make documentation work. (cherry picked from commit 3de5332fcb31ea46a692fda7b92847b162e3571d)
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/ProjectSettings.xml3
1 files changed, 3 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index b321a1f821..27bec07cba 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -753,6 +753,9 @@
<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.