Allow configuring the script filename casing rule

Defaults to "Auto", which detects the casing based on the
preference of the currently selected language (C# for example
prefers PascalCase whereas GDScript prefers snake_case).
This commit is contained in:
RedMser
2023-06-11 18:23:48 +02:00
committed by Rémi Verschelde
parent a07dd0d6a5
commit 2bd714e34e
15 changed files with 103 additions and 57 deletions

View File

@@ -948,13 +948,16 @@
The format of the default signal callback name when a signal connects to the same node that emits it (in the Signal Connection Dialog). The following substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}[/code], and [code]{signal_name}[/code].
</member>
<member name="editor/naming/node_name_casing" type="int" setter="" getter="" default="0">
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.
When creating node names automatically, set the type of casing to use in this project. This is mostly an editor setting.
</member>
<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.
When generating scene file names from scene root node, set the type of casing to use in this project. This is mostly an editor setting.
</member>
<member name="editor/naming/script_name_casing" type="int" setter="" getter="" default="0">
When generating script file names from the selected node, set the type of casing to use 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.