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-rw-r--r--doc/classes/SceneTree.xml12
1 files changed, 7 insertions, 5 deletions
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index bf22b865d3..7e57e9740c 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SceneTree" inherits="MainLoop" category="Core" version="3.2">
+<class name="SceneTree" inherits="MainLoop" version="3.2">
<brief_description>
Manages the game loop via a hierarchy of nodes.
</brief_description>
@@ -185,8 +185,10 @@
<method name="quit">
<return type="void">
</return>
+ <argument index="0" name="exit_code" type="int" default="-1">
+ </argument>
<description>
- Quits the application.
+ Quits the application. A process [code]exit_code[/code] can optionally be passed as an argument. If this argument is [code]0[/code] or greater, it will override the [member OS.exit_code] defined before quitting the application.
</description>
</method>
<method name="reload_current_scene">
@@ -289,7 +291,7 @@
If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
</member>
<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
- The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the [SceneTree] will become a network server (check with [method is_network_server]) and will set the root node's network mode to master (see [code]NETWORK_MODE_*[/code] constants in [Node]), or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to [SceneTree]'s signals.
+ The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the [SceneTree] will become a network server (check with [method is_network_server]) and will set the root node's network mode to master, or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to [SceneTree]'s signals.
</member>
<member name="paused" type="bool" setter="set_pause" getter="is_paused" default="false">
If [code]true[/code], the [SceneTree] is paused. Doing so will have the following behavior:
@@ -327,9 +329,9 @@
</description>
</signal>
<signal name="global_menu_action">
- <argument index="0" name="id" type="Nil">
+ <argument index="0" name="id" type="Variant">
</argument>
- <argument index="1" name="meta" type="Nil">
+ <argument index="1" name="meta" type="Variant">
</argument>
<description>
Emitted whenever global menu item is clicked.