- refactored and renamed String::_camelcase_to_underscore to String:_separate_compound_words
- refactored String::to_snake_case to work with the refactored String::_separate_compound_words
- created char_utils::is_hyphen to catch all hyphen variants in kebab-case conversion
- created String::to_kebab_case using the new String::_separate_compound_words
- created corresponding Documentation in String and StringName
- simplified both switch statements in EditorNode and ProjectDialog
- added new kebab-casing Option for Node Names in ProjectSettings
- added missing camelCase Options to Scene- and Node-Names in ProjectSettings
- simplified Mono RuntimeInterop Functions
- hooked up the ConnectionsDialog
- created additional Unit Tests
Defaults to "Auto", which detects the casing based on the
preference of the currently selected language (C# for example
prefers PascalCase whereas GDScript prefers snake_case).
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core
This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).