add reusable options menu plugin with localized UI
- Settings autoloads (Game/Input/Graphics/Audio) backed by FileManager, persisted to user:// JSON files - OptionsMenu scene with tabs wired to each autoload: Game (locale), Input (invert vertical axis), Graphics (window mode, borderless, screen), Audio (master/music/fx volume) - GraphicsSettings reads DisplayServer state when running in editor to avoid clobbering the editor's window mode; exported builds load from disk and apply via set_screen_and_apply with a _loading guard to suppress redundant writes - Built-in translations for en/es/fr/de/ja/zh_CN registered at runtime from translations/gd_options.csv - Control-prompt icon assets for keyboard, PlayStation, Xbox, Nintendo - Flesh out README with scope and audio bus layout requirement Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.7
parent
810e5a6da0
commit
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@tool
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extends EditorPlugin
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func _enter_tree() -> void:
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add_autoload_singleton("GameSettings", "res://addons/gd-options/src/common/game_settings.gd")
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add_autoload_singleton("InputSettings", "res://addons/gd-options/src/common/input_settings.gd")
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add_autoload_singleton("GraphicsSettings", "res://addons/gd-options/src/common/graphics_settings.gd")
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add_autoload_singleton("AudioSettings", "res://addons/gd-options/src/common/audio_settings.gd")
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func _exit_tree() -> void:
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pass
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