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-rw-r--r--doc/classes/PackedScene.xml8
1 files changed, 6 insertions, 2 deletions
diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml
index 618123855f..d3a770b35b 100644
--- a/doc/classes/PackedScene.xml
+++ b/doc/classes/PackedScene.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
A simplified interface to a scene file. Provides access to operations and checks that can be performed on the scene resource itself.
- Can be used to save a node to a file. When saving, the node as well as all the nodes it owns get saved (see [code]owner[/code] property on [Node]).
+ Can be used to save a node to a file. When saving, the node as well as all the nodes it owns get saved (see [member Node.owner] property).
[b]Note:[/b] The node doesn't need to own itself.
[b]Example of loading a saved scene:[/b]
[codeblocks]
@@ -22,7 +22,7 @@
AddChild(scene);
[/csharp]
[/codeblocks]
- [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidDynamicBody2D[/code] ([code]body[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
+ [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [Node2D] ([code]node[/code]), [RigidDynamicBody2D] ([code]body[/code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code].
[codeblocks]
[gdscript]
# Create the objects.
@@ -121,5 +121,9 @@
If passed to [method instantiate], provides local scene resources to the local scene. Only the main scene should receive the main edit state.
[b]Note:[/b] Only available in editor builds.
</constant>
+ <constant name="GEN_EDIT_STATE_MAIN_INHERITED" value="3" enum="GenEditState">
+ It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated to be the base of another one.
+ [b]Note:[/b] Only available in editor builds.
+ </constant>
</constants>
</class>