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author | Andrii Doroshenko (Xrayez) <xrayez@gmail.com> | 2019-08-22 18:59:43 +0300 |
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committer | Andrii Doroshenko (Xrayez) <xrayez@gmail.com> | 2019-08-22 20:51:30 +0300 |
commit | f013596760da0631bc6efb4c5ab527bf1553c1de (patch) | |
tree | 69170f8679af0d4c5d9498af16bd1afe9d351dcf /platform/windows/camera_win.h | |
parent | 79a480a55e1ebada7f2987afeeb2039a39c8666b (diff) |
Allow to define and load script templates per project
Previously it was only possible to create custom script templates per
editor instance which could lead to certain name collisions, but now one
can create such templates per project tailored for specific use cases.
The default path to search for custom script templates is defined in
project settings via `editor/script_templates_search_path` setting as
`res://script_templates` path, yet this can be configured per project.
Templates have at most two origins now:
1. Project-specific, defined in `ProjectSettings`, for instance:
- res://script_templates/
2. Editor script templates, for instance:
- %APPDATA%/Godot/script_templates/
As script templates can have the same name over different paths,
the override mechanism was also added, enabling project-specific
templates over the editor ones.
Diffstat (limited to 'platform/windows/camera_win.h')
0 files changed, 0 insertions, 0 deletions