Cross-reference GDScript `load` and `ResourceLoader.load` in classref

The GDScript `load` mention is moved from the class `ResourceLoader`
description to the `ResourceLoader.load` method description instead,
where it is more likely to be found.

(cherry picked from commit a8404cf56c)
This commit is contained in:
Andrii Doroshenko (Xrayez) 2020-09-30 23:03:36 +03:00 committed by Rémi Verschelde
parent d05a07235c
commit 1a71792655
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2 changed files with 3 additions and 2 deletions

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@ -6,7 +6,6 @@
<description> <description>
Singleton used to load resource files from the filesystem. Singleton used to load resource files from the filesystem.
It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine. It uses the many [ResourceFormatLoader] classes registered in the engine (either built-in or from a plugin) to load files into memory and convert them to a format that can be used by the engine.
GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>
@ -74,7 +73,8 @@
The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted. The registered [ResourceFormatLoader]s are queried sequentially to find the first one which can handle the file's extension, and then attempt loading. If loading fails, the remaining ResourceFormatLoaders are also attempted.
An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader]. An optional [code]type_hint[/code] can be used to further specify the [Resource] type that should be handled by the [ResourceFormatLoader].
If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists. If [code]no_cache[/code] is [code]true[/code], the resource cache will be bypassed and the resource will be loaded anew. Otherwise, the cached resource will be returned if it exists.
Returns an empty resource if no ResourceFormatLoader could handle the file. Returns an empty resource if no [ResourceFormatLoader] could handle the file.
GDScript has a simplified [method @GDScript.load] built-in method which can be used in most situations, leaving the use of [ResourceLoader] for more advanced scenarios.
</description> </description>
</method> </method>
<method name="load_interactive"> <method name="load_interactive">

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var main = load("res://main.tscn") # main will contain a PackedScene resource. var main = load("res://main.tscn") # main will contain a PackedScene resource.
[/codeblock] [/codeblock]
[b]Important:[/b] The path must be absolute, a local path will just return [code]null[/code]. [b]Important:[/b] The path must be absolute, a local path will just return [code]null[/code].
This method is a simplified version of [method ResourceLoader.load], which can be used for more advanced scenarios.
</description> </description>
</method> </method>
<method name="log"> <method name="log">