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Tweak the name for new animations in the editor
- Use snake_case to "suggest" the naming that fits the Godot style guide.
- Fully spell out "new_animation" since both editors can fit it in full.
- Don't internationalize the new animation name to have consistent
behavior between both editors.
- Since the recommendation is to follow snake_case, special characters
should also be avoided in the name to make animations easier to refer
to in code.
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2 changed files with 4 additions and 4 deletions
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@ -756,11 +756,11 @@ void SpriteFramesEditor::_animation_name_edited() {
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}
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void SpriteFramesEditor::_animation_add() {
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String name = "New Anim";
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String name = "new_animation";
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int counter = 0;
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while (frames->has_animation(name)) {
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counter++;
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name = "New Anim " + itos(counter);
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name = vformat("new_animation_%d", counter);
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}
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List<Node *> nodes;
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