You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Changed the behaviour of this script creation dialog to autofill the script filename with a lowercased version of the node name. This changed previous behaviour in 3.x which respected the node name casing setting.
C# documentation recommends, and most C# developers use the PascalCase convention for class names, and Godot expects C# source filenames to match their class names to work.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Change the behaviour of the dialogue to suggest PascalCase when switching to the C# script type and lowercase when switching to gdscript.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Either revert to the old behaviour of the dialog when the c# script type is selected, or else add a configurable option for how this name is determined in all cases.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No
Is there a reason why this should be core and not an add-on in the asset library?
This is a core godot component.
The text was updated successfully, but these errors were encountered:
I've just realised this isn't quite what I thought it was; the change is for scene filenames, and creating a script on the root node of a scene tries to use the scene filename instead of the node name. You can indeed change the project settings to make scene filenames PascalCase instead. I suppose someone might want snake case scene names and PascalCase script names if working with C#, but I interpreted the problem incorrectly, so I'm going to close this.
Ok, I've heard from a couple of people that this actually did impact them as they prefer snake case resource names, but there's no option to default to PascalCase script names. Reopening!
Describe the project you are working on
Any Godot 4 C# project
Describe the problem or limitation you are having in your project
This PR:
godotengine/godot#52597
Changed the behaviour of this script creation dialog to autofill the script filename with a lowercased version of the node name. This changed previous behaviour in 3.x which respected the node name casing setting.
C# documentation recommends, and most C# developers use the PascalCase convention for class names, and Godot expects C# source filenames to match their class names to work.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Change the behaviour of the dialogue to suggest PascalCase when switching to the C# script type and lowercase when switching to gdscript.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Either revert to the old behaviour of the dialog when the c# script type is selected, or else add a configurable option for how this name is determined in all cases.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No
Is there a reason why this should be core and not an add-on in the asset library?
This is a core godot component.
The text was updated successfully, but these errors were encountered: