Commit Graph

104 Commits

Author SHA1 Message Date
3f2d6f5f6c Add note about GROUP_CALL_UNIQUE not considering arguments 2022-12-04 15:05:59 +08:00
69963ffaa3 Rename change_scene() and change_scene_to()
Before this change, the SceneTree had methods named “change_scene” and
“change_scene_to”. One of them accepted a String as a parameter and the
other accepted a PackedScene, but you couldn’t tell which one was which
just by looking at their names.

This change renames those two methods to “change_scene_to_file” and
“change_scene_to_packed”. These new names came from this suggestion [1].
These new names make the difference between the two methods more clear
and hint at the fact that there’s more than one change_scene method.

[1]: <https://github.com/godotengine/godot/issues/27640#issuecomment-1081870955>

Fixes #27640.
2022-09-07 17:06:33 -04:00
f350356183 Some improvements to the SceneTreeTimer 2022-09-03 11:44:11 +02:00
1abdffe7a0 Replace Array return types with TypedArray 2 2022-08-23 23:21:32 +02:00
39ba2b335a Document run-time SceneTree debug property changes not working correctly 2022-08-14 15:06:29 +02:00
1f72f48361 [doc] Use "param" instead of "code" to refer to parameters #3 2022-08-09 22:00:19 -04:00
c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
831888aad5 Remove outdated line in call_group() description 2022-07-10 20:02:20 +02:00
e12e239ab4 Add Path2D/3D debug options
Add Path2D/3D debug options.
2022-06-20 17:32:05 +02:00
82fdad148f Make auto_accept_quit and quit_on_go_back properties 2022-05-14 18:18:26 +08:00
aabbb40009 Make {call,set,notify}_group() immediate by default
This results in less surprising behavior out of the box.

Internal usages were modified to keep the existing behavior
identical there.
2022-05-05 16:59:37 +02:00
8187a777ce Small improvements to get_first_node_in_group() 2022-04-29 16:14:48 +02:00
aee2240d5f [Net] Allow branch-specific MultiplayerAPIs.
Removes custom_multiplayer from Node.
MultiplayerAPI overrides are now set at SceneTree level, and apply to
whole branches.
Impact on performance when using only the default multiplayer or
overriding it is minimal, the use of branches can likely be further
optimized by caching nodes and relevant MultiplayerAPI IDs.
2022-04-26 17:22:54 +02:00
63f7f44ccb Make vararg method bind no return and return
Type emit_signal exposed method return type

set UndoRedo add_do_method and add_undo_method exposed return void

Set TreeItem::_call_recursive_bind returns void

Set _rpc_bind and _rpc_id_bind returns void in Node

Set _call_group and _call_group_flags method returns void in SceneTree

Set godot-cpp-test CI flag to false
2022-03-30 11:43:12 +02:00
b870b40d79 Remove files_dropped signal from SceneTree 2022-02-28 07:51:50 +01:00
b68dd2e189 Add an XML schema for documentation
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.

Each class XML's schema conformance is also checked on GitHub Actions.
2022-02-15 00:03:31 +01:00
6c1bd4d227 Replace Godot docs URL with $DOCS_URL in XML class reference 2021-11-15 13:02:21 +01:00
b2458ff575 Replace remaining usages of yield with new await keyword 2021-10-22 14:28:37 -04:00
f6d7f37592 Document null argument limitation with SceneTree.call_group() 2021-10-07 18:55:29 +02:00
862994a8ef doc: Update links to latest documentation after content reorganization 2021-10-06 13:48:48 +02:00
31ef94f2ec Improve call_group documentation 2021-09-16 02:22:45 +02:00
f4b088c2d7 Merge pull request #50207 from SirQuartz/patch-17
Add note to `SceneTree` about pausing
2021-09-15 23:56:23 +02:00
b1430d8c2d Docs: Remove references to (removed) RSETs 2021-09-08 14:37:22 +02:00
7adf4cc9b5 doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
2021-07-30 15:29:52 +02:00
3564c16cb8 Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
31142ac3ee [Net] Remove most multiplayer hooks from SceneTree.
Use `multiplayer` or `get_multiplayer()` instead of `get_tree()`.
2021-07-12 15:28:01 +02:00
d62175e009 Add note to SceneTree about pausing
This pull request adds a small amendment to `SceneTree` describing the behavior `_physics_process()` when pausing the scene.

`_physics_process` will completely stop processing collisions and signals whenever the scene is paused, however, the function will still receive calls.

This addresses: #47326
2021-07-06 11:17:14 -04:00
900b2e0fdc Complete rewrite of Tweens
* Tweens were changed from Node to RefCounted. New API is inspired by DOTween.
* Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot.
* Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget).
* There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener.
* The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners.
* Tweeners by default execute in sequence, so it's easy to create complex chained animations.
* You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
2021-06-19 12:08:50 +02:00
c63af17a31 Edit "quit()" method description in SceneTree
Updated the `SceneTree.quit()` method to include a note that on iOS this method won't work as apps are expected to be closed via the Home button, not programmatically.

Update Popup.xml
2021-06-05 20:30:36 -04:00
7516ff3805 Document that SceneTree.call_group() is deferred 2021-04-29 23:01:41 +02:00
8455e901f3 class reference proofreading 2021-03-19 13:21:20 +01:00
469ac1e415 doc: Sync classref with current source 2021-03-10 10:54:21 +01:00
bae843a1c9 Docs: Port Code Examples to C# (R, S, T, U)
* RenderingServer
 * RichTextEffect
 * SceneTree
 * SceneTreeTimer
 * ScriptCreateDialog
 * SpinBox
 * Sprite2D
 * StreamPeer
 * String
 * SurfaceTool
 * TextEdit
 * TileMap
 * Tree
 * Tween
 * UDPServer
 * UndoRedo

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2021-03-05 18:57:28 +01:00
60d2c1fd47 Remove GDScript bindings for OS.get/set_exit_code, SceneTree.quit(<exit_code>) should be used instead 2021-02-25 18:34:50 +01:00
78de8a762b Update documentation for the new ProcessMode 2021-02-19 10:22:09 -05:00
0d1d719178 doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
6e7e4f82ec Clarify that create_timer does not require cleanup.
This is how I would expect it to work, but the docs didn't clarify, so I
had to check the source just to make sure I wasn't responsible for
freeing the timer:

d39f6386ce/scene/main/scene_tree.cpp (L473)
2021-01-25 08:05:09 -05:00
215d18814e doc: Sync classref with current source 2021-01-04 14:33:44 +01:00
86aa9b1233 Mention that change_scene is deferred 2020-12-27 21:51:54 +01:00
371d12a2f0 Clarify that SceneTree::quit() does not immediately end the application. 2020-11-18 16:45:20 -08:00
c4903a603b Add link titles for all links in the class reference
This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
2020-08-31 14:22:07 +02:00
e5033d3952 doc: Sync classref with DisplayServer/Window changes 2020-03-31 11:56:58 +02:00
a7e1df4b1d doc: Sync classref for Packed{Int,Float}{32,64}Array additions 2020-02-25 22:02:36 +01:00
fea37cfb52 doc: Sync classref with StringName/Callable changes 2020-02-22 14:59:09 +01:00
213a85521d doc: Sync classref with current source
Handle removal of Pool*Array types and other recent changes.
2020-02-18 14:02:02 +01:00
57e27683ba Update docs to version 4.0 2020-01-31 17:15:41 -08:00
4cee1cda5e Merge pull request #35589 from akien-mga/doc-drop-category-property
doc: Drop unused 'category' property from header
2020-01-26 16:34:13 +01:00
09ced94dd4 doc: Do not expose Variant::NIL as a type in the class reference
Fix signals Variant arguments incorrectly listed as Nil.

Fixes #12520.
2020-01-26 16:08:11 +01:00
2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
cc626acf45 Add a shorthand for setting the exit code using SceneTree::quit()
This reduces the amount of code required to exit a process with a
non-zero exit code. This pattern is also found in most other
programming languages.
2020-01-03 11:41:46 +01:00