diff options
-rw-r--r-- | doc/classes/Engine.xml | 18 | ||||
-rw-r--r-- | doc/classes/Object.xml | 30 | ||||
-rw-r--r-- | modules/mono/editor/code_completion.cpp | 4 |
3 files changed, 33 insertions, 19 deletions
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml index 8b399f64c9..36590093bd 100644 --- a/doc/classes/Engine.xml +++ b/doc/classes/Engine.xml @@ -37,7 +37,7 @@ <method name="get_frames_drawn"> <return type="int" /> <description> - Returns the total number of frames drawn. If the render loop is disabled with [code]--disable-render-loop[/code] via command line, this returns [code]0[/code]. See also [method get_process_frames]. + Returns the total number of frames drawn. On headless platforms, or if the render loop is disabled with [code]--disable-render-loop[/code] via command line, [method get_frames_drawn] always returns [code]0[/code]. See [method get_process_frames]. </description> </method> <method name="get_frames_per_second" qualifiers="const"> @@ -67,7 +67,13 @@ <method name="get_physics_frames" qualifiers="const"> <return type="int" /> <description> - Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b]. + Returns the total number of frames passed since engine initialization which is advanced on each [b]physics frame[/b]. See also [method get_process_frames]. + [method get_physics_frames] can be used to run expensive logic less often without relying on a [Timer]: + [codeblock] + func _physics_process(_delta): + if Engine.get_physics_frames() % 2 == 0: + pass # Run expensive logic only once every 2 physics frames here. + [/codeblock] </description> </method> <method name="get_physics_interpolation_fraction" qualifiers="const"> @@ -79,7 +85,13 @@ <method name="get_process_frames" qualifiers="const"> <return type="int" /> <description> - Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn]. + Returns the total number of frames passed since engine initialization which is advanced on each [b]process frame[/b], regardless of whether the render loop is enabled. See also [method get_frames_drawn] and [method get_physics_frames]. + [method get_process_frames] can be used to run expensive logic less often without relying on a [Timer]: + [codeblock] + func _process(_delta): + if Engine.get_process_frames() % 2 == 0: + pass # Run expensive logic only once every 2 process (render) frames here. + [/codeblock] </description> </method> <method name="get_singleton" qualifiers="const"> diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index c9e9a0699c..ed045f8390 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -92,12 +92,12 @@ Calls the [code]method[/code] on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: [codeblocks] [gdscript] - var node = Node2D.new() - node.call("set", "position", Vector2(42, 0)) + var node = Node3D.new() + node.call("rotate", Vector3(1.0, 0.0, 0.0), 1.571) [/gdscript] [csharp] - var node = new Node2D(); - node.Call("set", "position", new Vector2(42, 0)); + var node = new Node3D(); + node.Call("rotate", new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). @@ -110,12 +110,12 @@ Calls the [code]method[/code] on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example: [codeblocks] [gdscript] - var node = Node2D.new() - node.call_deferred("set", "position", Vector2(42, 0)) + var node = Node3D.new() + node.call_deferred("rotate", Vector3(1.0, 0.0, 0.0), 1.571) [/gdscript] [csharp] - var node = new Node2D(); - node.CallDeferred("set", "position", new Vector2(42, 0)); + var node = new Node3D(); + node.CallDeferred("rotate", new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] [b]Note:[/b] In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase). @@ -129,12 +129,12 @@ Calls the [code]method[/code] on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array]. [codeblocks] [gdscript] - var node = Node2D.new() - node.callv("set", ["position", Vector2(42, 0)]) + var node = Node3D.new() + node.callv("rotate", [Vector3(1.0, 0.0, 0.0), 1.571]) [/gdscript] [csharp] - var node = new Node2D(); - node.Callv("set", new Godot.Collections.Array { "position", new Vector2(42, 0) }); + var node = new Node3D(); + node.Callv("rotate", new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); [/csharp] [/codeblocks] </description> @@ -331,7 +331,8 @@ <method name="get_class" qualifiers="const"> <return type="String" /> <description> - Returns the object's class as a [String]. + Returns the object's class as a [String]. See also [method is_class]. + [b]Note:[/b] [method get_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, the base class name will be returned instead. </description> </method> <method name="get_incoming_connections" qualifiers="const"> @@ -441,7 +442,8 @@ <return type="bool" /> <argument index="0" name="class" type="String" /> <description> - Returns [code]true[/code] if the object inherits from the given [code]class[/code]. + Returns [code]true[/code] if the object inherits from the given [code]class[/code]. See also [method get_class]. + [b]Note:[/b] [method is_class] does not take [code]class_name[/code] declarations into account. If the object has a [code]class_name[/code] defined, [method is_class] will return [code]false[/code] for that name. </description> </method> <method name="is_connected" qualifiers="const"> diff --git a/modules/mono/editor/code_completion.cpp b/modules/mono/editor/code_completion.cpp index d911f6461c..7433c865f5 100644 --- a/modules/mono/editor/code_completion.cpp +++ b/modules/mono/editor/code_completion.cpp @@ -123,8 +123,8 @@ PackedStringArray get_code_completion(CompletionKind p_kind, const String &p_scr // AutoLoads OrderedHashMap<StringName, ProjectSettings::AutoloadInfo> autoloads = ProjectSettings::get_singleton()->get_autoload_list(); - for (const KeyValue<StringName, ProjectSettings::AutoloadInfo> &E : autoloads) { - const ProjectSettings::AutoloadInfo &info = E.value; + for (OrderedHashMap<StringName, ProjectSettings::AutoloadInfo>::Element E = autoloads.front(); E; E = E.next()) { + const ProjectSettings::AutoloadInfo &info = E.value(); suggestions.push_back(quoted("/root/" + String(info.name))); } } |