Repository: godotengine/godot
File: editor/editor_node.cpp (C++)

Code before:
	}

	renderer_request = rendering_method;
	video_restart_dialog->set_text(
			vformat(TTR("Changing the renderer requires restarting the editor.\n\nChoosing Save & Restart will change the rendering method to:\n- Desktop platforms: %s\n- Mobile platforms: %s\n- Web platform: gl_compatibility"),
					renderer_request, renderer_request.replace("forward_plus", "mobile")));
	video_restart_dialog->popup_centered();
	renderer->select(renderer_current);
	_update_renderer_color();
}

void EditorNode::_add_renderer_entry(const String &p_renderer_name, bool p_mark_overridden) {
	String rendering_method;
	if (p_renderer_name == "forward_plus") {
		rendering_method = TTR("Forward+");
	} else if (p_renderer_name == "mobile") {
		rendering_method = TTR("Mobile");
	} else if (p_renderer_name == "gl_compatibility") {
		rendering_method = TTR("Compatibility");
	} else {
		rendering_method = p_renderer_name;
	}

	if (p_mark_overridden) {
		// TRANSLATORS: The placeholder is the rendering method that has overridden the default one.
		renderer->add_item(vformat("%s (Overridden)", rendering_method));
	} else {
		renderer->add_item(rendering_method);
	}
}

void EditorNode::_set_renderer_name_save_and_restart() {
	ProjectSettings::get_singleton()->set("rendering/renderer/rendering_method", renderer_request);
	if (renderer_request == "mobile" || renderer_request == "gl_compatibility") {
		// Also change the mobile override if changing to a compatible rendering method.
		// This prevents visual discrepancies between desktop and mobile platforms.
		ProjectSettings::get_singleton()->set("rendering/renderer/rendering_method.mobile", renderer_request);
	} else if (renderer_request == "forward_plus") {
		// Use the equivalent mobile rendering method. This prevents the rendering method from staying
		// on its old choice if moving from `gl_compatibility` to `forward_plus`.
		ProjectSettings::get_singleton()->set("rendering/renderer/rendering_method.mobile", "mobile");
	}

	ProjectSettings::get_singleton()->save();

	save_all_scenes();
	restart_editor();
}

void EditorNode::_resource_saved(Ref<Resource> p_resource, const String &p_path) {
	if (singleton->saving_resources_in_path.has(p_resource)) {

Review comment (suggestion):
```suggestion
		renderer->add_item(vformat(TTR("%s (Overridden)"), rendering_method));
```

Code after:
	}

	renderer_request = rendering_method;
	video_restart_dialog->set_text(
			vformat(TTR("Changing the renderer requires restarting the editor.\n\nChoosing Save & Restart will change the rendering method to:\n- Desktop platforms: %s\n- Mobile platforms: %s\n- Web platform: gl_compatibility"),
					renderer_request, renderer_request.replace("forward_plus", "mobile")));
	video_restart_dialog->popup_centered();
	renderer->select(renderer_current);
	_update_renderer_color();
}

void EditorNode::_add_renderer_entry(const String &p_renderer_name, bool p_mark_overridden) {
	String item_text;
	if (p_renderer_name == "forward_plus") {
		item_text = TTR("Forward+");
	}
	if (p_renderer_name == "mobile") {
		item_text = TTR("Mobile");
	}
	if (p_renderer_name == "gl_compatibility") {
		item_text = TTR("Compatibility");
	}
	if (p_mark_overridden) {
		// TRANSLATORS: The placeholder is the rendering method that has overridden the default one.
		item_text = vformat(TTR("%s (Overridden)"), item_text);
	}
	renderer->add_item(item_text);
}

void EditorNode::_set_renderer_name_save_and_restart() {
	ProjectSettings::get_singleton()->set("rendering/renderer/rendering_method", renderer_request);
	if (renderer_request == "mobile" || renderer_request == "gl_compatibility") {
		// Also change the mobile override if changing to a compatible rendering method.
		// This prevents visual discrepancies between desktop and mobile platforms.
		ProjectSettings::get_singleton()->set("rendering/renderer/rendering_method.mobile", renderer_request);
	} else if (renderer_request == "forward_plus") {
		// Use the equivalent mobile rendering method. This prevents the rendering method from staying
		// on its old choice if moving from `gl_compatibility` to `forward_plus`.
		ProjectSettings::get_singleton()->set("rendering/renderer/rendering_method.mobile", "mobile");
	}

	ProjectSettings::get_singleton()->save();

	save_all_scenes();
	restart_editor();
}

void EditorNode::_resource_saved(Ref<Resource> p_resource, const String &p_path) {
	if (singleton->saving_resources_in_path.has(p_resource)) {
		// This is going to be handled by save_resource_in_path when the time is right.
		return;