From b1f392c25e214b331f87737d9e27aad30e95f201 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Wed, 24 Aug 2022 12:05:37 +0200 Subject: Remove VisualScript module for 4.0 As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting, Godot maintainers have agreed to discontinue the current implementation of our VisualScript language. The way it had been designed was not user-friendly enough and we did not succeed in improving its usability to actually make it a good low-code solution for users who need one. So we prefer to remove it for Godot 4.0 and leave the door open for new, innovative ideas around visual scripting, to be developed as plugins or extensions now that Godot provides sufficient functionality for this (notably via GDExtension and the godot-cpp C++ bindings). The current module has been moved to a dedicated repository (with full Git history extracted with `git filter-branch`): https://github.com/godotengine/godot-visual-script It can still be compiled as a C++ module (for now, but will likely require work to be kept in sync with the engine repository), but our hope is that contributors will port it to GDExtension (which is quite compatibile with the existing C++ module code when using the godot-cpp C++ bindings). --- .../doc_classes/VisualScriptFunctionCall.xml | 75 ---------------------- 1 file changed, 75 deletions(-) delete mode 100644 modules/visual_script/doc_classes/VisualScriptFunctionCall.xml (limited to 'modules/visual_script/doc_classes/VisualScriptFunctionCall.xml') diff --git a/modules/visual_script/doc_classes/VisualScriptFunctionCall.xml b/modules/visual_script/doc_classes/VisualScriptFunctionCall.xml deleted file mode 100644 index 543263ff8e..0000000000 --- a/modules/visual_script/doc_classes/VisualScriptFunctionCall.xml +++ /dev/null @@ -1,75 +0,0 @@ - - - - A Visual Script node for calling a function. - - - [VisualScriptFunctionCall] is created when you add or drag and drop a function onto the Visual Script graph. It allows to tweak parameters of the call, e.g. what object the function is called on. - - - - - - The script to be used when [member call_mode] is set to [constant CALL_MODE_INSTANCE]. - - - The base type to be used when [member call_mode] is set to [constant CALL_MODE_INSTANCE]. - - - The type to be used when [member call_mode] is set to [constant CALL_MODE_BASIC_TYPE]. - - - [code]call_mode[/code] determines the target object on which the method will be called. See [enum CallMode] for options. - - - The name of the function to be called. - - - The node path to use when [member call_mode] is set to [constant CALL_MODE_NODE_PATH]. - - - The mode for RPC calls. See [method Node.rpc] for more details and [enum RPCCallMode] for available options. - - - The singleton to call the method on. Used when [member call_mode] is set to [constant CALL_MODE_SINGLETON]. - - - Number of default arguments that will be used when calling the function. Can't be higher than the number of available default arguments in the method's declaration. - - - If [code]false[/code], call errors (e.g. wrong number of arguments) will be ignored. - - - - - The method will be called on this [Object]. - - - The method will be called on the given [Node] in the scene tree. - - - The method will be called on an instanced node with the given type and script. - - - The method will be called on a GDScript basic type (e.g. [Vector2]). - - - The method will be called on a singleton. - - - The method will be called locally. - - - The method will be called remotely. - - - The method will be called remotely using an unreliable protocol. - - - The method will be called remotely for the given peer. - - - The method will be called remotely for the given peer, using an unreliable protocol. - - - -- cgit v1.2.3