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path: root/doc/classes/SceneTree.xml
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2022-09-07Rename change_scene() and change_scene_to()Jason Yundt
Before this change, the SceneTree had methods named “change_scene” and “change_scene_to”. One of them accepted a String as a parameter and the other accepted a PackedScene, but you couldn’t tell which one was which just by looking at their names. This change renames those two methods to “change_scene_to_file” and “change_scene_to_packed”. These new names came from this suggestion [1]. These new names make the difference between the two methods more clear and hint at the fact that there’s more than one change_scene method. [1]: <https://github.com/godotengine/godot/issues/27640#issuecomment-1081870955> Fixes #27640.
2022-09-03Some improvements to the SceneTreeTimerXwdit
2022-08-23Replace Array return types with TypedArray 2kobewi
2022-08-14Document run-time SceneTree debug property changes not working correctlyHugo Locurcio
2022-08-09[doc] Use "param" instead of "code" to refer to parameters #3Andy Maloney
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
2022-07-10Remove outdated line in call_group() descriptionkobewi
2022-06-20Add Path2D/3D debug optionssmix8
Add Path2D/3D debug options.
2022-05-14Make auto_accept_quit and quit_on_go_back propertiesHaoyu Qiu
2022-05-05Make `{call,set,notify}_group()` immediate by defaultHugo Locurcio
This results in less surprising behavior out of the box. Internal usages were modified to keep the existing behavior identical there.
2022-04-29Small improvements to get_first_node_in_group()kobewi
2022-04-26[Net] Allow branch-specific MultiplayerAPIs.Fabio Alessandrelli
Removes custom_multiplayer from Node. MultiplayerAPI overrides are now set at SceneTree level, and apply to whole branches. Impact on performance when using only the default multiplayer or overriding it is minimal, the use of branches can likely be further optimized by caching nodes and relevant MultiplayerAPI IDs.
2022-03-30Make vararg method bind no return and returnPierre-Thomas Meisels
Type emit_signal exposed method return type set UndoRedo add_do_method and add_undo_method exposed return void Set TreeItem::_call_recursive_bind returns void Set _rpc_bind and _rpc_id_bind returns void in Node Set _call_group and _call_group_flags method returns void in SceneTree Set godot-cpp-test CI flag to false
2022-02-28Remove files_dropped signal from SceneTreeIgor Kordiukiewicz
2022-02-15Add an XML schema for documentationHugo Locurcio
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
2021-11-15Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde
2021-10-22Replace remaining usages of yield with new await keywordDuroxxigar
2021-10-07Document null argument limitation with `SceneTree.call_group()`Hugo Locurcio
2021-10-06doc: Update links to latest documentation after content reorganizationRémi Verschelde
2021-09-16Improve call_group documentationkobewi
2021-09-15Merge pull request #50207 from SirQuartz/patch-17Max Hilbrunner
Add note to `SceneTree` about pausing
2021-09-08Docs: Remove references to (removed) RSETsMax Hilbrunner
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-12[Net] Remove most multiplayer hooks from SceneTree.Fabio Alessandrelli
Use `multiplayer` or `get_multiplayer()` instead of `get_tree()`.
2021-07-06Add note to `SceneTree` about pausingNick Huelin
This pull request adds a small amendment to `SceneTree` describing the behavior `_physics_process()` when pausing the scene. `_physics_process` will completely stop processing collisions and signals whenever the scene is paused, however, the function will still receive calls. This addresses: #47326
2021-06-19Complete rewrite of TweensTomasz Chabora
* Tweens were changed from Node to RefCounted. New API is inspired by DOTween. * Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot. * Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget). * There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener. * The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners. * Tweeners by default execute in sequence, so it's easy to create complex chained animations. * You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
2021-06-05Edit "quit()" method description in `SceneTree`Nick Huelin
Updated the `SceneTree.quit()` method to include a note that on iOS this method won't work as apps are expected to be closed via the Home button, not programmatically. Update Popup.xml
2021-04-29Document that `SceneTree.call_group()` is deferredHugo Locurcio
2021-03-19class reference proofreadingPaul Joannon
2021-03-10doc: Sync classref with current sourceRémi Verschelde
2021-03-05Docs: Port Code Examples to C# (R, S, T, U)HaSa1002
* RenderingServer * RichTextEffect * SceneTree * SceneTreeTimer * ScriptCreateDialog * SpinBox * Sprite2D * StreamPeer * String * SurfaceTool * TextEdit * TileMap * Tree * Tween * UDPServer * UndoRedo Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2021-02-25Remove GDScript bindings for OS.get/set_exit_code, ↵Emmanuel Leblond
SceneTree.quit(<exit_code>) should be used instead
2021-02-19Update documentation for the new ProcessModeAaron Franke
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-01-25Clarify that create_timer does not require cleanup.Ryan Roden-Corrent
This is how I would expect it to work, but the docs didn't clarify, so I had to check the source just to make sure I wasn't responsible for freeing the timer: https://github.com/godotengine/godot/blob/d39f6386ce3a7916dbb94fef5ff65e7599e060f0/scene/main/scene_tree.cpp#L473
2021-01-04doc: Sync classref with current sourceRémi Verschelde
2020-12-27Mention that change_scene is deferredkobewi
2020-11-18Clarify that SceneTree::quit() does not immediately end the application.Phischermen
2020-08-31Add link titles for all links in the class referenceHugo Locurcio
This makes them display in a nicer way in the editor help. (The title will display instead of the full URL.)
2020-03-31doc: Sync classref with DisplayServer/Window changesRémi Verschelde
2020-02-25doc: Sync classref for Packed{Int,Float}{32,64}Array additionsRémi Verschelde
2020-02-22doc: Sync classref with StringName/Callable changesRémi Verschelde
2020-02-18doc: Sync classref with current sourceRémi Verschelde
Handle removal of Pool*Array types and other recent changes.
2020-01-31Update docs to version 4.0clayjohn
2020-01-26Merge pull request #35589 from akien-mga/doc-drop-category-propertyRémi Verschelde
doc: Drop unused 'category' property from header
2020-01-26doc: Do not expose Variant::NIL as a type in the class referenceRémi Verschelde
Fix signals Variant arguments incorrectly listed as Nil. Fixes #12520.
2020-01-26doc: Drop unused 'category' property from headerRémi Verschelde
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
2020-01-03Add a shorthand for setting the exit code using `SceneTree::quit()`Hugo Locurcio
This reduces the amount of code required to exit a process with a non-zero exit code. This pattern is also found in most other programming languages.
2019-12-06doc: Markup fixes for enums and constantsRémi Verschelde