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-rw-r--r--core/config/project_settings.cpp8
-rw-r--r--doc/classes/ProjectSettings.xml3
-rw-r--r--editor/editor_node.cpp1
-rw-r--r--editor/register_editor_types.cpp9
4 files changed, 12 insertions, 9 deletions
diff --git a/core/config/project_settings.cpp b/core/config/project_settings.cpp
index 56e9057a2a..933b9891cc 100644
--- a/core/config/project_settings.cpp
+++ b/core/config/project_settings.cpp
@@ -1304,16 +1304,8 @@ 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.
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.
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 2834a086b8..6c521afd14 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -6509,7 +6509,6 @@ 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);
diff --git a/editor/register_editor_types.cpp b/editor/register_editor_types.cpp
index 061baaff7e..d9138128cd 100644
--- a/editor/register_editor_types.cpp
+++ b/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() {