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Refactor ProjectSetting overrides
* Overrides no longer happen for set/get. * They must be checked with a new function: `ProjectSettings::get_setting_with_override()`. * GLOBAL_DEF/GLOBAL_GET updated to use this This change solves many problems: * General confusion about getting the actual or overriden setting. * Feature tags available after settings are loaded were being ignored, they are now considered. * Hacks required for the Project Settings editor to work. Fixes #64100. Fixes #64014. Fixes #61908.
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@@ -153,7 +153,7 @@ void EditorExportPlatformWeb::_fix_html(Vector<uint8_t> &p_html, const Ref<Edito
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const String custom_head_include = p_preset->get("html/head_include");
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HashMap<String, String> replaces;
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replaces["$GODOT_URL"] = p_name + ".js";
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replaces["$GODOT_PROJECT_NAME"] = ProjectSettings::get_singleton()->get_setting("application/config/name");
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replaces["$GODOT_PROJECT_NAME"] = GLOBAL_GET("application/config/name");
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replaces["$GODOT_HEAD_INCLUDE"] = head_include + custom_head_include;
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replaces["$GODOT_CONFIG"] = str_config;
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_replace_strings(replaces, p_html);
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@@ -193,7 +193,7 @@ Error EditorExportPlatformWeb::_add_manifest_icon(const String &p_path, const St
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}
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Error EditorExportPlatformWeb::_build_pwa(const Ref<EditorExportPreset> &p_preset, const String p_path, const Vector<SharedObject> &p_shared_objects) {
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String proj_name = ProjectSettings::get_singleton()->get_setting("application/config/name");
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String proj_name = GLOBAL_GET("application/config/name");
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if (proj_name.is_empty()) {
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proj_name = "Godot Game";
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}
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