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authorkobewi <kobewi4e@gmail.com>2022-01-28 22:58:54 +0100
committerkobewi <kobewi4e@gmail.com>2022-01-29 00:36:39 +0100
commit038977a985722036d4e2e7f90e0b477225955d80 (patch)
tree250391af1e85f5bcd035bcc19ab1042b79d1d4b5 /doc
parentb9a2569be6fcd1127454127d989b504334d2dac8 (diff)
Better handle infinite Tween loops
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Tween.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml
index 1cba995366..a1b53346d8 100644
--- a/doc/classes/Tween.xml
+++ b/doc/classes/Tween.xml
@@ -146,7 +146,7 @@
<description>
Sets the number of times the tweening sequence will be repeated, i.e. [code]set_loops(2)[/code] will run the animation twice.
Calling this method without arguments will make the [Tween] run infinitely, until it is either killed by [method kill] or by freeing bound node, or all the animated objects have been freed (which makes further animation impossible).
- [b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] with no delay) are equivalent to infinite [code]while[/code] loops and will freeze your game.
+ [b]Warning:[/b] Make sure to always add some duration/delay when using infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] with no delay or [PropertyTweener] with invalid node) are equivalent to infinite [code]while[/code] loops and will freeze your game. If a [Tween]'s lifetime depends on some node, always use [method bind_node].
</description>
</method>
<method name="set_parallel">