-Changed most project settings in the engine, so they have major and minor categories.

-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
This commit is contained in:
Juan Linietsky 2017-01-05 09:16:00 -03:00
parent 9e477babb3
commit 0f7af4ea51
109 changed files with 847 additions and 789 deletions

View file

@ -1493,9 +1493,9 @@ void GDScriptLanguage::init() {
//populate singletons
List<Globals::Singleton> singletons;
Globals::get_singleton()->get_singletons(&singletons);
for(List<Globals::Singleton>::Element *E=singletons.front();E;E=E->next()) {
List<GlobalConfig::Singleton> singletons;
GlobalConfig::get_singleton()->get_singletons(&singletons);
for(List<GlobalConfig::Singleton>::Element *E=singletons.front();E;E=E->next()) {
_add_global(E->get().name,E->get().ptr);
}
@ -1940,7 +1940,7 @@ GDScriptLanguage::GDScriptLanguage() {
script_frame_time=0;
_debug_call_stack_pos=0;
int dmcs=GLOBAL_DEF("debug/script_max_call_stack",1024);
int dmcs=GLOBAL_DEF("debug/script/max_call_stack",1024);
if (ScriptDebugger::get_singleton()) {
//debugging enabled!