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https://github.com/godotengine/godot
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Move EditorNode setting registration so they are in class reference
Co-authored-by: Micky <micheledevita2@gmail.com>
This commit is contained in:
parent
8ff8216705
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@ -590,8 +590,13 @@
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<member name="interface/editor/font_subpixel_positioning" type="int" setter="" getter="">
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The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. [b]Disabled[/b] is the fastest to render and uses the least memory. [b]Auto[/b] only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). [b]One Half of a Pixel[/b] and [b]One Quarter of a Pixel[/b] force the same subpixel positioning mode for all editor fonts, regardless of their size (with [b]One Quarter of a Pixel[/b] being the highest-quality option).
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</member>
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<member name="interface/editor/low_processor_mode_sleep_usec" type="float" setter="" getter="">
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<member name="interface/editor/localize_settings" type="bool" setter="" getter="">
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If [code]true[/code], setting names in the Editor Settings are localized when possible. This is disabled by default, since localization can make it difficult to look up setting names online.
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[b]Note:[/b] This setting does not control property name localization in the inspector. To show translated property names in the inspector, set [member interface/inspector/default_property_name_style] to [b]Localized[/b].
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</member>
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<member name="interface/editor/low_processor_mode_sleep_usec" type="int" setter="" getter="">
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The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops. However, higher values will result in a less responsive editor. The default value is set to allow for maximum smoothness on monitors up to 144 Hz. See also [member interface/editor/unfocused_low_processor_mode_sleep_usec].
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[b]Note:[/b] This setting is ignored if [member interface/editor/update_continuously] is [code]true[/code], as enabling that setting disables low-processor mode.
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</member>
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<member name="interface/editor/main_font" type="String" setter="" getter="">
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The font to use for the editor interface. Must be a resource of a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file.
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@ -611,6 +616,9 @@
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<member name="interface/editor/save_each_scene_on_quit" type="bool" setter="" getter="">
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If [code]false[/code], the editor will save all scenes when confirming the [b]Save[/b] action when quitting the editor or quitting to the project list. If [code]true[/code], the editor will ask to save each scene individually.
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</member>
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<member name="interface/editor/save_on_focus_loss" type="bool" setter="" getter="">
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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.
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</member>
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<member name="interface/editor/separate_distraction_mode" type="bool" setter="" getter="">
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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.
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</member>
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@ -622,6 +630,7 @@
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If enabled, displays an icon in the top-right corner of the editor that spins when the editor redraws a frame. This can be used to diagnose situations where the engine is constantly redrawing, which should be avoided as this increases CPU and GPU utilization for no good reason. To further troubleshoot these situations, start the editor with the [code]--debug-canvas-item-redraw[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
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Consider enabling this if you are developing editor plugins to ensure they only make the editor redraw when required.
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The default [b]Auto[/b] value will only enable this if the editor was compiled with the [code]dev_build=yes[/code] SCons option (the default is [code]dev_build=no[/code]).
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[b]Note:[/b] If [member interface/editor/update_continuously] is [code]true[/code], the spinner icon displays in red.
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</member>
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<member name="interface/editor/single_window_mode" type="bool" setter="" getter="">
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If [code]true[/code], embed modal windows such as docks inside the main editor window. When single-window mode is enabled, tooltips will also be embedded inside the main editor window, which means they can't be displayed outside of the editor window.
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@ -630,8 +639,13 @@
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<member name="interface/editor/ui_layout_direction" type="int" setter="" getter="">
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Editor UI default layout direction.
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</member>
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<member name="interface/editor/unfocused_low_processor_mode_sleep_usec" type="float" setter="" getter="">
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<member name="interface/editor/unfocused_low_processor_mode_sleep_usec" type="int" setter="" getter="">
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When the editor window is unfocused, the amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops (in addition to improving the running project's performance if the editor has to redraw continuously). However, higher values will result in a less responsive editor. The default value is set to limit the editor to 20 FPS when the editor window is unfocused. See also [member interface/editor/low_processor_mode_sleep_usec].
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[b]Note:[/b] This setting is ignored if [member interface/editor/update_continuously] is [code]true[/code], as enabling that setting disables low-processor mode.
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</member>
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<member name="interface/editor/update_continuously" type="bool" setter="" getter="">
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If [code]true[/code], redraws the editor every frame even if nothing has changed on screen. When this setting is enabled, the update spinner displays in red (see [member interface/editor/show_update_spinner]).
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[b]Warning:[/b] This greatly increases CPU and GPU utilization, leading to increased power usage. This should only be enabled for troubleshooting purposes.
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</member>
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<member name="interface/editor/use_embedded_menu" type="bool" setter="" getter="">
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If [code]true[/code], editor main menu is using embedded [MenuBar] instead of system global menu.
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@ -642,12 +656,46 @@
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Depending on the platform and used renderer, the engine will fall back to [b]Enabled[/b] if the desired mode is not supported.
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[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
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</member>
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<member name="interface/inspector/auto_unfold_foreign_scenes" type="bool" setter="" getter="">
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If [code]true[/code], automatically expands property groups in the Inspector dock when opening a scene that hasn't been opened previously. If [code]false[/code], all groups remain collapsed by default.
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</member>
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<member name="interface/inspector/default_color_picker_mode" type="int" setter="" getter="">
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The default color picker mode to use when opening [ColorPicker]s in the editor. This mode can be temporarily adjusted on the color picker itself.
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</member>
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<member name="interface/inspector/default_color_picker_shape" type="int" setter="" getter="">
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The default color picker shape to use when opening [ColorPicker]s in the editor. This shape can be temporarily adjusted on the color picker itself.
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</member>
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<member name="interface/inspector/default_float_step" type="float" setter="" getter="">
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The floating-point precision to use for properties that don't define an explicit precision step. Lower values allow entering more precise values.
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</member>
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<member name="interface/inspector/default_property_name_style" type="int" setter="" getter="">
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The property name style to display in the inspector.
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- [b]Raw:[/b] Displays properties as they are defined in the script (typically in [code]snake_case[/code] for GDScript and [code]PascalCase[/code] for C#).
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- [b]Capitalized:[/b] Displays properties using [method String.capitalize].
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- [b]Localized:[/b] Displays the localized string for the current editor language if a translation is available for the given property. If no translation is available, falls back to [b]Capitalized[/b].
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[b]Note:[/b] This setting does not control editor setting name display. To display translated editor setting names, enable [member interface/editor/localize_settings] instead.
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</member>
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<member name="interface/inspector/disable_folding" type="bool" setter="" getter="">
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If [code]true[/code], forces all property groups to be expanded in the Inspector dock and prevents collapsing them.
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</member>
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<member name="interface/inspector/float_drag_speed" type="float" setter="" getter="">
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Base speed for increasing/decreasing float values by dragging them in the inspector.
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</member>
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<member name="interface/inspector/horizontal_vector2_editing" type="bool" setter="" getter="">
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If [code]true[/code], [Vector2] and [Vector2i] properties are shown on a single line in the inspector instead of two lines. This is overall more compact, but it can be harder to view and edit large values without expanding the inspector horizontally.
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</member>
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<member name="interface/inspector/horizontal_vector_types_editing" type="bool" setter="" getter="">
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If [code]true[/code], [Vector3], [Vector3i], [Vector4], [Vector4i], [Rect2], [Rect2i], [Plane], and [Quaternion] properties are shown on a single line in the inspector instead of multiple lines. This is overall more compact, but it can be harder to view and edit large values without expanding the inspector horizontally.
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</member>
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<member name="interface/inspector/max_array_dictionary_items_per_page" type="int" setter="" getter="">
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The number of [Array] or [Dictionary] items to display on each "page" in the inspector. Higher values allow viewing more values per page, but take more time to load. This increased load time is noticeable when selecting nodes that have array or dictionary properties in the editor.
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</member>
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<member name="interface/inspector/open_resources_in_current_inspector" type="bool" setter="" getter="">
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If [code]true[/code], subresources can be edited in the current inspector view. If the resource type is defined in [member interface/inspector/resources_to_open_in_new_inspector] or if this setting is [code]false[/code], attempting to edit a subresource always opens a new inspector view.
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</member>
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<member name="interface/inspector/resources_to_open_in_new_inspector" type="PackedStringArray" setter="" getter="">
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List of resources that should always be opened in a new inspector view, even if [member interface/inspector/open_resources_in_current_inspector] is [code]true[/code].
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</member>
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<member name="interface/inspector/show_low_level_opentype_features" type="bool" setter="" getter="">
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If [code]true[/code], display OpenType features marked as [code]hidden[/code] by the font file in the [Font] editor.
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</member>
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@ -669,6 +717,10 @@
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<member name="interface/scene_tabs/maximum_width" type="int" setter="" getter="">
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The maximum width of each scene tab at the top editor (in pixels).
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</member>
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<member name="interface/scene_tabs/restore_scenes_on_load" type="bool" setter="" getter="">
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If [code]true[/code], when a project is loaded, restores scenes that were opened on the last editor session.
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[b]Note:[/b] With many opened scenes, the editor may take longer to become usable. If starting the editor quickly is necessary, consider setting this to [code]false[/code].
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</member>
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<member name="interface/scene_tabs/show_script_button" type="bool" setter="" getter="">
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If [code]true[/code], show a button next to each scene tab that opens the scene's "dominant" script when clicked. The "dominant" script is the one that is at the highest level in the scene's hierarchy.
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</member>
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@ -6536,34 +6536,6 @@ EditorNode::EditorNode() {
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register_exporters();
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EDITOR_DEF("interface/editor/save_on_focus_loss", false);
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EDITOR_DEF("interface/editor/update_continuously", false);
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EDITOR_DEF("interface/editor/localize_settings", true);
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EDITOR_DEF_RST("interface/scene_tabs/restore_scenes_on_load", true);
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EDITOR_DEF_RST("interface/inspector/default_property_name_style", EditorPropertyNameProcessor::STYLE_CAPITALIZED);
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EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "interface/inspector/default_property_name_style", PROPERTY_HINT_ENUM, "Raw,Capitalized,Localized"));
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EDITOR_DEF_RST("interface/inspector/default_float_step", 0.001);
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// The lowest value is equal to the minimum float step for 32-bit floats.
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// The step must be set manually, as changing this setting should not change the step here.
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EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::FLOAT, "interface/inspector/default_float_step", PROPERTY_HINT_RANGE, "0.0000001,1,0.0000001"));
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EDITOR_DEF_RST("interface/inspector/disable_folding", false);
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EDITOR_DEF_RST("interface/inspector/auto_unfold_foreign_scenes", true);
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EDITOR_DEF("interface/inspector/horizontal_vector2_editing", false);
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EDITOR_DEF("interface/inspector/horizontal_vector_types_editing", true);
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EDITOR_DEF("interface/inspector/open_resources_in_current_inspector", true);
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PackedStringArray open_in_new_inspector_defaults;
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// Required for the script editor to work.
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open_in_new_inspector_defaults.push_back("Script");
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// Required for the GridMap editor to work.
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open_in_new_inspector_defaults.push_back("MeshLibrary");
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EDITOR_DEF("interface/inspector/resources_to_open_in_new_inspector", open_in_new_inspector_defaults);
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EDITOR_DEF("interface/inspector/default_color_picker_mode", 0);
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EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "interface/inspector/default_color_picker_mode", PROPERTY_HINT_ENUM, "RGB,HSV,RAW,OKHSL", PROPERTY_USAGE_DEFAULT));
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EDITOR_DEF("interface/inspector/default_color_picker_shape", (int32_t)ColorPicker::SHAPE_OKHSL_CIRCLE);
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EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::INT, "interface/inspector/default_color_picker_shape", PROPERTY_HINT_ENUM, "HSV Rectangle,HSV Rectangle Wheel,VHS Circle,OKHSL Circle", PROPERTY_USAGE_DEFAULT));
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ED_SHORTCUT("canvas_item_editor/pan_view", TTR("Pan View"), Key::SPACE);
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const Vector<String> textfile_ext = ((String)(EDITOR_GET("docks/filesystem/textfile_extensions"))).split(",", false);
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@ -47,7 +47,9 @@
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#include "core/version.h"
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#include "editor/editor_node.h"
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#include "editor/editor_paths.h"
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#include "editor/editor_property_name_processor.h"
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#include "editor/editor_translation.h"
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#include "scene/gui/color_picker.h"
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#include "scene/main/node.h"
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#include "scene/main/scene_tree.h"
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#include "scene/main/window.h"
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/* Interface */
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// Editor
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EDITOR_SETTING(Variant::BOOL, PROPERTY_HINT_NONE, "interface/editor/localize_settings", true, "")
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EDITOR_SETTING_USAGE(Variant::INT, PROPERTY_HINT_ENUM, "interface/editor/ui_layout_direction", 0, "Based on Application Locale,Left-to-Right,Right-to-Left,Based on System Locale", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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// Display what the Auto display scale setting effectively corresponds to.
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const String display_scale_hint_string = vformat("Auto (%d%%),75%%,100%%,125%%,150%%,175%%,200%%,Custom", Math::round(get_auto_display_scale() * 100));
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EDITOR_SETTING_USAGE(Variant::INT, PROPERTY_HINT_ENUM, "interface/editor/display_scale", 0, display_scale_hint_string, PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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EDITOR_SETTING_USAGE(Variant::INT, PROPERTY_HINT_ENUM, "interface/editor/ui_layout_direction", 0, "Based on Application Locale,Left-to-Right,Right-to-Left,Based on System Locale", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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EDITOR_SETTING_USAGE(Variant::FLOAT, PROPERTY_HINT_RANGE, "interface/editor/custom_display_scale", 1.0, "0.5,3,0.01", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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String ed_screen_hints = "Screen With Mouse Pointer:-4,Screen With Keyboard Focus:-3,Primary Screen:-2"; // Note: Main Window Screen:-1 is not used for the main window.
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for (int i = 0; i < DisplayServer::get_singleton()->get_screen_count(); i++) {
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EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "interface/editor/use_embedded_menu", false, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "interface/editor/expand_to_title", true, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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EDITOR_SETTING_USAGE(Variant::FLOAT, PROPERTY_HINT_RANGE, "interface/editor/custom_display_scale", 1.0, "0.5,3,0.01", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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EDITOR_SETTING(Variant::INT, PROPERTY_HINT_RANGE, "interface/editor/main_font_size", 14, "8,48,1")
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EDITOR_SETTING(Variant::INT, PROPERTY_HINT_RANGE, "interface/editor/code_font_size", 14, "8,48,1")
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EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "interface/editor/code_font_contextual_ligatures", 1, "Enabled,Disable Contextual Alternates (Coding Ligatures),Use Custom OpenType Feature Set")
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EDITOR_SETTING(Variant::STRING, PROPERTY_HINT_GLOBAL_FILE, "interface/editor/main_font", "", "*.ttf,*.otf,*.woff,*.woff2,*.pfb,*.pfm")
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EDITOR_SETTING(Variant::STRING, PROPERTY_HINT_GLOBAL_FILE, "interface/editor/main_font_bold", "", "*.ttf,*.otf,*.woff,*.woff2,*.pfb,*.pfm")
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EDITOR_SETTING(Variant::STRING, PROPERTY_HINT_GLOBAL_FILE, "interface/editor/code_font", "", "*.ttf,*.otf,*.woff,*.woff2,*.pfb,*.pfm")
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EDITOR_SETTING_USAGE(Variant::FLOAT, PROPERTY_HINT_RANGE, "interface/editor/low_processor_mode_sleep_usec", 6900, "1,100000,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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// Default unfocused usec sleep is for 10 FPS. Allow an unfocused FPS limit
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// as low as 1 FPS for those who really need low power usage (but don't need
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// to preview particles or shaders while the editor is unfocused). With very
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// low FPS limits, the editor can take a small while to become usable after
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// being focused again, so this should be used at the user's discretion.
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EDITOR_SETTING_USAGE(Variant::FLOAT, PROPERTY_HINT_RANGE, "interface/editor/unfocused_low_processor_mode_sleep_usec", 100000, "1,1000000,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "interface/editor/vsync_mode", 1, "Disabled,Enabled,Adaptive,Mailbox")
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_initial_set("interface/editor/separate_distraction_mode", false);
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_initial_set("interface/editor/automatically_open_screenshots", true);
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EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "interface/editor/single_window_mode", false, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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_initial_set("interface/editor/mouse_extra_buttons_navigate_history", true);
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_initial_set("interface/editor/save_each_scene_on_quit", true); // Regression
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EDITOR_SETTING(Variant::BOOL, PROPERTY_HINT_NONE, "interface/editor/save_on_focus_loss", false, "")
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EDITOR_SETTING_USAGE(Variant::INT, PROPERTY_HINT_ENUM, "interface/editor/accept_dialog_cancel_ok_buttons", 0,
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vformat("Auto (%s),Cancel First,OK First", DisplayServer::get_singleton()->get_swap_cancel_ok() ? "OK First" : "Cancel First"),
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PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
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EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "interface/editor/show_update_spinner", 0, "Auto (Disabled),Enabled,Disabled")
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#endif
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EDITOR_SETTING_USAGE(Variant::INT, PROPERTY_HINT_RANGE, "interface/editor/low_processor_mode_sleep_usec", 6900, "1,100000,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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// Default unfocused usec sleep is for 10 FPS. Allow an unfocused FPS limit
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// as low as 1 FPS for those who really need low power usage (but don't need
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// to preview particles or shaders while the editor is unfocused). With very
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// low FPS limits, the editor can take a small while to become usable after
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// being focused again, so this should be used at the user's discretion.
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EDITOR_SETTING_USAGE(Variant::INT, PROPERTY_HINT_RANGE, "interface/editor/unfocused_low_processor_mode_sleep_usec", 100000, "1,1000000,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
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EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "interface/editor/vsync_mode", 1, "Disabled,Enabled,Adaptive,Mailbox")
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EDITOR_SETTING(Variant::BOOL, PROPERTY_HINT_NONE, "interface/editor/update_continuously", false, "")
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// Inspector
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EDITOR_SETTING(Variant::INT, PROPERTY_HINT_RANGE, "interface/inspector/max_array_dictionary_items_per_page", 20, "10,100,1")
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EDITOR_SETTING(Variant::BOOL, PROPERTY_HINT_NONE, "interface/inspector/show_low_level_opentype_features", false, "")
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EDITOR_SETTING(Variant::FLOAT, PROPERTY_HINT_RANGE, "interface/inspector/float_drag_speed", 5.0, "0.1,100,0.01")
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EDITOR_SETTING_USAGE(Variant::INT, PROPERTY_HINT_ENUM, "interface/inspector/default_property_name_style", EditorPropertyNameProcessor::STYLE_CAPITALIZED, "Raw,Capitalized,Localized", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
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// The lowest value is equal to the minimum float step for 32-bit floats.
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// The step must be set manually, as changing this setting should not change the step here.
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EDITOR_SETTING_USAGE(Variant::FLOAT, PROPERTY_HINT_RANGE, "interface/inspector/default_float_step", 0.001, "0.0000001,1,0.0000001", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
|
||||
EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "interface/inspector/disable_folding", false, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED);
|
||||
EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "interface/inspector/auto_unfold_foreign_scenes", true, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
|
||||
EDITOR_SETTING(Variant::BOOL, PROPERTY_HINT_NONE, "interface/inspector/horizontal_vector2_editing", false, "")
|
||||
EDITOR_SETTING(Variant::BOOL, PROPERTY_HINT_NONE, "interface/inspector/horizontal_vector_types_editing", true, "")
|
||||
EDITOR_SETTING(Variant::BOOL, PROPERTY_HINT_NONE, "interface/inspector/open_resources_in_current_inspector", true, "")
|
||||
|
||||
PackedStringArray open_in_new_inspector_defaults;
|
||||
// Required for the script editor to work.
|
||||
open_in_new_inspector_defaults.push_back("Script");
|
||||
// Required for the GridMap editor to work.
|
||||
open_in_new_inspector_defaults.push_back("MeshLibrary");
|
||||
_initial_set("interface/inspector/resources_to_open_in_new_inspector", open_in_new_inspector_defaults);
|
||||
|
||||
EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "interface/inspector/default_color_picker_mode", (int32_t)ColorPicker::MODE_RGB, "RGB,HSV,RAW,OKHSL")
|
||||
EDITOR_SETTING(Variant::INT, PROPERTY_HINT_ENUM, "interface/inspector/default_color_picker_shape", (int32_t)ColorPicker::SHAPE_OKHSL_CIRCLE, "HSV Rectangle,HSV Rectangle Wheel,VHS Circle,OKHSL Circle")
|
||||
|
||||
// Theme
|
||||
EDITOR_SETTING(Variant::STRING, PROPERTY_HINT_ENUM, "interface/theme/preset", "Default", "Default,Breeze Dark,Godot 2,Gray,Light,Solarized (Dark),Solarized (Light),Black (OLED),Custom")
|
||||
|
@ -493,6 +518,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) {
|
|||
_initial_set("interface/scene_tabs/show_thumbnail_on_hover", true);
|
||||
EDITOR_SETTING_USAGE(Variant::INT, PROPERTY_HINT_RANGE, "interface/scene_tabs/maximum_width", 350, "0,9999,1", PROPERTY_USAGE_DEFAULT)
|
||||
_initial_set("interface/scene_tabs/show_script_button", false);
|
||||
EDITOR_SETTING_USAGE(Variant::BOOL, PROPERTY_HINT_NONE, "interface/scene_tabs/restore_scenes_on_load", true, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESTART_IF_CHANGED)
|
||||
|
||||
// Multi Window
|
||||
EDITOR_SETTING(Variant::BOOL, PROPERTY_HINT_NONE, "interface/multi_window/enable", true, "");
|
||||
|
|
|
@ -579,7 +579,7 @@
|
|||
<param index="2" name="step" type="float" default="1.0" />
|
||||
<param index="3" name="extra_hints" type="String" default="""" />
|
||||
<description>
|
||||
Export an [int] or [float] property as a range value. The range must be defined by [param min] and [param max], as well as an optional [param step] and a variety of extra hints. The [param step] defaults to [code]1[/code] for integer properties. For floating-point numbers this value depends on your [code]EditorSettings.interface/inspector/default_float_step[/code] setting.
|
||||
Export an [int] or [float] property as a range value. The range must be defined by [param min] and [param max], as well as an optional [param step] and a variety of extra hints. The [param step] defaults to [code]1[/code] for integer properties. For floating-point numbers this value depends on your [member EditorSettings.interface/inspector/default_float_step] setting.
|
||||
If hints [code]"or_greater"[/code] and [code]"or_less"[/code] are provided, the editor widget will not cap the value at range boundaries. The [code]"exp"[/code] hint will make the edited values on range to change exponentially. The [code]"hide_slider"[/code] hint will hide the slider element of the editor widget.
|
||||
Hints also allow to indicate the units for the edited value. Using [code]"radians_as_degrees"[/code] you can specify that the actual value is in radians, but should be displayed in degrees in the Inspector dock (the range values are also in degrees). [code]"degrees"[/code] allows to add a degree sign as a unit suffix (the value is unchanged). Finally, a custom suffix can be provided using [code]"suffix:unit"[/code], where "unit" can be any string.
|
||||
See also [constant PROPERTY_HINT_RANGE].
|
||||
|
|
Loading…
Reference in a new issue