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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-02-19 16:53:36 +0100
committerGitHub <noreply@github.com>2021-02-19 16:53:36 +0100
commit3c65550816b1f9ca0d4a12411a4d596ae8e7726b (patch)
tree1390e225e85359c8b8f7945edf80a9026d52efad /doc
parent6d0c502ee48e9724cd71a8f602694e7bccb5d49d (diff)
parent78de8a762b4517bedd63d6756227e9989e062b26 (diff)
Merge pull request #39606 from aaronfranke/pause
Update documentation for the new ProcessMode
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/AnimationTree.xml1
-rw-r--r--doc/classes/Node.xml6
-rw-r--r--doc/classes/SceneTree.xml5
-rw-r--r--doc/translations/README.md1
4 files changed, 11 insertions, 2 deletions
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index 7e70e0a31b..2517941133 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -46,6 +46,7 @@
The path to the [AnimationPlayer] used for animating.
</member>
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationTree.AnimationProcessCallback" default="1">
+ The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes.
</member>
<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
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.
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index 830fe6ef4d..f65d013bfc 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -64,10 +64,10 @@
</return>
<argument index="0" name="time_sec" type="float">
</argument>
- <argument index="1" name="pause_mode_process" type="bool" default="true">
+ <argument index="1" name="process_always" type="bool" default="true">
</argument>
<description>
- Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this [SceneTree]. If [code]pause_mode_process[/code] is set to [code]false[/code], pausing the [SceneTree] will also pause the timer.
+ Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this [SceneTree]. If [code]process_always[/code] is set to [code]false[/code], pausing the [SceneTree] will also pause the timer.
Commonly used to create a one-shot delay timer as in the following example:
[codeblock]
func some_function():
@@ -363,6 +363,7 @@
</signal>
<signal name="tree_process_mode_changed">
<description>
+ This signal is only emitted in the editor, it allows the editor to update the visibility of disabled nodes. Emitted whenever any node's [member Node.process_mode] is changed.
</description>
</signal>
</signals>
diff --git a/doc/translations/README.md b/doc/translations/README.md
new file mode 100644
index 0000000000..a941eeaf49
--- /dev/null
+++ b/doc/translations/README.md
@@ -0,0 +1 @@
+These `.po` and `.pot` files come from Weblate. Do not modify them manually.