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Tweak the name for new animations in the editor #48570

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merged 1 commit into from
Jan 20, 2023

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Calinou
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@Calinou Calinou commented May 9, 2021

  • 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.

This is technically not a breaking change because it only impacts the name of animations added via the editor (not by code). However, it can break user expectations for those who are used to naming their animations Like This. Due to this, I'm not sure if this should be cherry-picked to the 3.x branch (apart of the translation consistency fix).

- 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.
@Calinou Calinou force-pushed the animation-editors-new-name branch from 442b534 to 23dcc33 Compare July 13, 2022 17:58
@akien-mga akien-mga modified the milestones: 4.0, 4.x Jan 19, 2023
@TokageItLab
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TokageItLab commented Jan 19, 2023

Does this supersede #69442?

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I agree with this change. There is another built-in animation name "RESET", but it is acceptable as a special const name.

@akien-mga akien-mga modified the milestones: 4.x, 4.0 Jan 20, 2023
@akien-mga akien-mga merged commit 28a2463 into godotengine:master Jan 20, 2023
@akien-mga
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Thanks!

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4 participants