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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-02-19 16:53:36 +0100 |
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committer | GitHub <noreply@github.com> | 2021-02-19 16:53:36 +0100 |
commit | 3c65550816b1f9ca0d4a12411a4d596ae8e7726b (patch) | |
tree | 1390e225e85359c8b8f7945edf80a9026d52efad /doc/classes/Node.xml | |
parent | 6d0c502ee48e9724cd71a8f602694e7bccb5d49d (diff) | |
parent | 78de8a762b4517bedd63d6756227e9989e062b26 (diff) |
Merge pull request #39606 from aaronfranke/pause
Update documentation for the new ProcessMode
Diffstat (limited to 'doc/classes/Node.xml')
-rw-r--r-- | doc/classes/Node.xml | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index ead5045d4b..7ee6860dfc 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -883,6 +883,7 @@ The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing. </member> <member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0"> + Can be used to pause or unpause the node, or make the node paused based on the [SceneTree], or make it inherit the process mode from its parent (default). </member> <member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0"> The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose process priority value is [i]lower[/i] will have their processing callbacks executed first. @@ -1031,14 +1032,19 @@ Notification received when text server is changed. </constant> <constant name="PROCESS_MODE_INHERIT" value="0" enum="ProcessMode"> + Inherits process mode from the node's parent. For the root node, it is equivalent to [constant PROCESS_MODE_PAUSABLE]. Default. </constant> <constant name="PROCESS_MODE_PAUSABLE" value="1" enum="ProcessMode"> + Stops processing when the [SceneTree] is paused (process when unpaused). This is the inverse of [constant PROCESS_MODE_WHEN_PAUSED]. </constant> <constant name="PROCESS_MODE_WHEN_PAUSED" value="2" enum="ProcessMode"> + Only process when the [SceneTree] is paused (don't process when unpaused). This is the inverse of [constant PROCESS_MODE_PAUSABLE]. </constant> <constant name="PROCESS_MODE_ALWAYS" value="3" enum="ProcessMode"> + Always process. Continue processing always, ignoring the [SceneTree]'s paused property. This is the inverse of [constant PROCESS_MODE_DISABLED]. </constant> <constant name="PROCESS_MODE_DISABLED" value="4" enum="ProcessMode"> + Never process. Completely disables processing, ignoring the [SceneTree]'s paused property. This is the inverse of [constant PROCESS_MODE_ALWAYS]. </constant> <constant name="DUPLICATE_SIGNALS" value="1" enum="DuplicateFlags"> Duplicate the node's signals. |