Allow to save override.cfg with ProjectSettings
(cherry picked from commit 156c402f2b
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e9e0cac3f5
2 changed files with 5 additions and 4 deletions
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@ -884,11 +884,11 @@ Error ProjectSettings::save_custom(const String &p_path, const CustomMap &p_cust
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custom_features += f;
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}
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if (p_path.ends_with(".godot"))
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if (p_path.ends_with(".godot") || p_path.ends_with("override.cfg")) {
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return _save_settings_text(p_path, props, p_custom, custom_features);
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else if (p_path.ends_with(".binary"))
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} else if (p_path.ends_with(".binary")) {
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return _save_settings_binary(p_path, props, p_custom, custom_features);
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else {
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} else {
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ERR_FAIL_V_MSG(ERR_FILE_UNRECOGNIZED, "Unknown config file format: " + p_path + ".");
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}
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@ -149,6 +149,7 @@
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</return>
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<description>
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Saves the configuration to the [code]project.godot[/code] file.
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[b]Note:[/b] This method is intended to be used by editor plugins, as modified [ProjectSettings] can't be loaded back in the running app. If you want to change project settings in exported projects, use [method save_custom] to save [code]override.cfg[/code] file.
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</description>
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</method>
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<method name="save_custom">
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@ -157,7 +158,7 @@
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<argument index="0" name="file" type="String">
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</argument>
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<description>
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Saves the configuration to a custom file. The file extension must be [code].godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/code] (to save in binary format).
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Saves the configuration to a custom file. The file extension must be [code].godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/code] (to save in binary format). You can also save [code]override.cfg[/code] file, which is also text, but can be used in exported projects unlike other formats.
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</description>
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</method>
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<method name="set_initial_value">
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