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authorRémi Verschelde <rverschelde@gmail.com>2022-08-24 12:05:37 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-08-24 12:08:17 +0200
commitb1f392c25e214b331f87737d9e27aad30e95f201 (patch)
tree2a9b5071d74546fd23c28a3736f13e878f4c8bcc /modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
parent0626ce50cfd35d1eb81c6c9627f8540be9636b4b (diff)
Remove VisualScript module for 4.0
As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting, Godot maintainers have agreed to discontinue the current implementation of our VisualScript language. The way it had been designed was not user-friendly enough and we did not succeed in improving its usability to actually make it a good low-code solution for users who need one. So we prefer to remove it for Godot 4.0 and leave the door open for new, innovative ideas around visual scripting, to be developed as plugins or extensions now that Godot provides sufficient functionality for this (notably via GDExtension and the godot-cpp C++ bindings). The current module has been moved to a dedicated repository (with full Git history extracted with `git filter-branch`): https://github.com/godotengine/godot-visual-script It can still be compiled as a C++ module (for now, but will likely require work to be kept in sync with the engine repository), but our hope is that contributors will port it to GDExtension (which is quite compatibile with the existing C++ module code when using the godot-cpp C++ bindings).
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diff --git a/modules/visual_script/doc_classes/VisualScriptYieldSignal.xml b/modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
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--- a/modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
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-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualScriptYieldSignal" inherits="VisualScriptNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
- <brief_description>
- A Visual Script node yielding for a signal.
- </brief_description>
- <description>
- [VisualScriptYieldSignal] will pause the function execution until the provided signal is emitted.
- </description>
- <tutorials>
- </tutorials>
- <members>
- <member name="base_type" type="StringName" setter="set_base_type" getter="get_base_type" default="&amp;&quot;Object&quot;">
- The base type to be used when [member call_mode] is set to [constant CALL_MODE_INSTANCE].
- </member>
- <member name="call_mode" type="int" setter="set_call_mode" getter="get_call_mode" enum="VisualScriptYieldSignal.CallMode" default="0">
- [code]call_mode[/code] determines the target object to wait for the signal emission. See [enum CallMode] for options.
- </member>
- <member name="node_path" type="NodePath" setter="set_base_path" getter="get_base_path">
- The node path to use when [member call_mode] is set to [constant CALL_MODE_NODE_PATH].
- </member>
- <member name="signal" type="StringName" setter="set_signal" getter="get_signal" default="&amp;&quot;&quot;">
- The signal name to be waited for.
- </member>
- </members>
- <constants>
- <constant name="CALL_MODE_SELF" value="0" enum="CallMode">
- A signal from this [Object] will be used.
- </constant>
- <constant name="CALL_MODE_NODE_PATH" value="1" enum="CallMode">
- A signal from the given [Node] in the scene tree will be used.
- </constant>
- <constant name="CALL_MODE_INSTANCE" value="2" enum="CallMode">
- A signal from an instanced node with the given type will be used.
- </constant>
- </constants>
-</class>