Commit Graph

104 Commits

Author SHA1 Message Date
Haoyu Qiu 3f2d6f5f6c Add note about GROUP_CALL_UNIQUE not considering arguments 2022-12-04 15:05:59 +08:00
Jason Yundt 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
Xwdit f350356183 Some improvements to the SceneTreeTimer 2022-09-03 11:44:11 +02:00
kobewi 1abdffe7a0 Replace Array return types with TypedArray 2 2022-08-23 23:21:32 +02:00
Hugo Locurcio 39ba2b335a
Document run-time SceneTree debug property changes not working correctly 2022-08-14 15:06:29 +02:00
Andy Maloney 1f72f48361 [doc] Use "param" instead of "code" to refer to parameters #3 2022-08-09 22:00:19 -04:00
Yuri Sizov c5d7115038 Rename the argument tag to param in XML documentation 2022-08-08 22:34:31 +03:00
kobewi 831888aad5 Remove outdated line in call_group() description 2022-07-10 20:02:20 +02:00
smix8 e12e239ab4 Add Path2D/3D debug options
Add Path2D/3D debug options.
2022-06-20 17:32:05 +02:00
Haoyu Qiu 82fdad148f Make auto_accept_quit and quit_on_go_back properties 2022-05-14 18:18:26 +08:00
Hugo Locurcio 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
kobewi 8187a777ce Small improvements to get_first_node_in_group() 2022-04-29 16:14:48 +02:00
Fabio Alessandrelli 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
Pierre-Thomas Meisels 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
Igor Kordiukiewicz b870b40d79 Remove files_dropped signal from SceneTree 2022-02-28 07:51:50 +01:00
Hugo Locurcio 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
Rémi Verschelde 6c1bd4d227
Replace Godot docs URL with `$DOCS_URL` in XML class reference 2021-11-15 13:02:21 +01:00
Duroxxigar b2458ff575 Replace remaining usages of yield with new await keyword 2021-10-22 14:28:37 -04:00
Hugo Locurcio f6d7f37592
Document null argument limitation with `SceneTree.call_group()` 2021-10-07 18:55:29 +02:00
Rémi Verschelde 862994a8ef
doc: Update links to latest documentation after content reorganization 2021-10-06 13:48:48 +02:00
kobewi 31ef94f2ec Improve call_group documentation 2021-09-16 02:22:45 +02:00
Max Hilbrunner f4b088c2d7
Merge pull request #50207 from SirQuartz/patch-17
Add note to `SceneTree` about pausing
2021-09-15 23:56:23 +02:00
Max Hilbrunner b1430d8c2d Docs: Remove references to (removed) RSETs 2021-09-08 14:37:22 +02:00
Rémi Verschelde 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
luz paz 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
Fabio Alessandrelli 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
Nick Huelin 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
Tomasz Chabora 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
Nick Huelin 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
Hugo Locurcio 7516ff3805
Document that `SceneTree.call_group()` is deferred 2021-04-29 23:01:41 +02:00
Paul Joannon 8455e901f3
class reference proofreading 2021-03-19 13:21:20 +01:00
Rémi Verschelde 469ac1e415 doc: Sync classref with current source 2021-03-10 10:54:21 +01:00
HaSa1002 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
Emmanuel Leblond 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
Aaron Franke 78de8a762b
Update documentation for the new ProcessMode 2021-02-19 10:22:09 -05:00
Rémi Verschelde 0d1d719178 doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
Ryan Roden-Corrent 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
Rémi Verschelde 215d18814e
doc: Sync classref with current source 2021-01-04 14:33:44 +01:00
kobewi 86aa9b1233 Mention that change_scene is deferred 2020-12-27 21:51:54 +01:00
Phischermen 371d12a2f0 Clarify that SceneTree::quit() does not immediately end the application. 2020-11-18 16:45:20 -08:00
Hugo Locurcio 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
Rémi Verschelde e5033d3952 doc: Sync classref with DisplayServer/Window changes 2020-03-31 11:56:58 +02:00
Rémi Verschelde a7e1df4b1d doc: Sync classref for Packed{Int,Float}{32,64}Array additions 2020-02-25 22:02:36 +01:00
Rémi Verschelde fea37cfb52 doc: Sync classref with StringName/Callable changes 2020-02-22 14:59:09 +01:00
Rémi Verschelde 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
clayjohn 57e27683ba Update docs to version 4.0 2020-01-31 17:15:41 -08:00
Rémi Verschelde 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
Rémi Verschelde 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
Rémi Verschelde 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
Hugo Locurcio 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