From 72501ae104d36f5a957ed9ba2ab8f210fb3bf95f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Dominik=20=27dreamsComeTrue=27=20Jasi=C5=84ski?= Date: Fri, 29 May 2020 22:11:34 +0200 Subject: [PATCH] Preserving "Sync Scene Changes' and "Sync Script Changes" with Project Settings Fixes: #38739 --- editor/plugins/debugger_editor_plugin.cpp | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) diff --git a/editor/plugins/debugger_editor_plugin.cpp b/editor/plugins/debugger_editor_plugin.cpp index 0ca479555df..0a4d1739237 100644 --- a/editor/plugins/debugger_editor_plugin.cpp +++ b/editor/plugins/debugger_editor_plugin.cpp @@ -68,13 +68,10 @@ DebuggerEditorPlugin::DebuggerEditorPlugin(EditorNode *p_editor, MenuButton *p_d p->add_check_shortcut(ED_SHORTCUT("editor/visible_navigation", TTR("Visible Navigation")), RUN_DEBUG_NAVIGATION); p->set_item_tooltip(p->get_item_count() - 1, TTR("Navigation meshes and polygons will be visible on the running game if this option is turned on.")); p->add_separator(); - //those are now on by default, since they are harmless p->add_check_shortcut(ED_SHORTCUT("editor/sync_scene_changes", TTR("Sync Scene Changes")), RUN_LIVE_DEBUG); p->set_item_tooltip(p->get_item_count() - 1, TTR("When this option is turned on, any changes made to the scene in the editor will be replicated in the running game.\nWhen used remotely on a device, this is more efficient with network filesystem.")); - p->set_item_checked(p->get_item_count() - 1, true); p->add_check_shortcut(ED_SHORTCUT("editor/sync_script_changes", TTR("Sync Script Changes")), RUN_RELOAD_SCRIPTS); p->set_item_tooltip(p->get_item_count() - 1, TTR("When this option is turned on, any script that is saved will be reloaded on the running game.\nWhen used remotely on a device, this is more efficient with network filesystem.")); - p->set_item_checked(p->get_item_count() - 1, true); // Multi-instance, start/stop instances_menu = memnew(PopupMenu); @@ -174,8 +171,8 @@ void DebuggerEditorPlugin::_update_debug_options() { bool check_file_server = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_file_server", false); bool check_debug_collisions = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_collisons", false); bool check_debug_navigation = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_navigation", false); - bool check_live_debug = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_live_debug", false); - bool check_reload_scripts = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_reload_scripts", false); + bool check_live_debug = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_live_debug", true); + bool check_reload_scripts = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_reload_scripts", true); int instances = EditorSettings::get_singleton()->get_project_metadata("debug_options", "run_debug_instances", 1); if (check_deploy_remote) {