diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/AnimationTree.xml | 1 | ||||
-rw-r--r-- | doc/classes/Node.xml | 6 | ||||
-rw-r--r-- | doc/classes/SceneTree.xml | 5 |
3 files changed, 10 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("")"> 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> |