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Add GLOBAL_DEF_INTERNAL to hide specific settings #61751
The head ref may contain hidden characters: "\u{1F431}\u200D\u{1F464}"
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Pushed some changes. I made the built-in input actions into internal properties and added docs for the internal properties added in this PR (it's ok to document them I think). As for the group filter line, it has to stay, because it handles dynamically created properties. I modified it further as I noticed there is some code that checks whether |
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Seems fine for the time being, though in discussion @YuriSizov and I agreed that it feels like we could go further in dehardcoding the prefixes in _get_property_list
.
One option could be to add something like ProjectSettings::get_singleton()->set_prefix_to_hide(String path, bool hide)
so that the code that adds such settings can be responsible for hiding them too (which makes it available to plugins).
Thanks! |
I discovered this line:
godot/core/config/project_settings.cpp
Line 347 in 4d2ecde
which is probably the best way to filter out properties from Project Settings. For unknown reason though, it was checking
/something
instead ofsomething/
for some settings (which also caused autoloads to not be hidden previously, which was then patched somewhere else). There was alsoexport/
filter, which was probably unused sinceexport_presets.cfg
was added. And then there isremap/
andlocale/
filter. It wasn't working, but seems like locale group has some settings that should be visible, so I removed this and only hidden 2 settings from that group (but maybe there is more settings that could be hidden).Resolves #58456
Alternative to #61450