feat: updated engine version to 4.4-rc1
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5459 changed files with 1128836 additions and 198305 deletions
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@ -13,21 +13,7 @@
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<return type="String" />
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<description>
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Returns the name of the CPU architecture the Godot binary was built for. Possible return values include [code]"x86_64"[/code], [code]"x86_32"[/code], [code]"arm64"[/code], [code]"arm32"[/code], [code]"rv64"[/code], [code]"riscv"[/code], [code]"ppc64"[/code], [code]"ppc"[/code], [code]"wasm64"[/code], and [code]"wasm32"[/code].
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To detect whether the current build is 64-bit, you can use the fact that all 64-bit architecture names contain [code]64[/code] in their name:
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[codeblocks]
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[gdscript]
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if "64" in Engine.get_architecture_name():
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print("Running a 64-bit build of Godot.")
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else:
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print("Running a 32-bit build of Godot.")
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[/gdscript]
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[csharp]
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if (Engine.GetArchitectureName().Contains("64"))
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GD.Print("Running a 64-bit build of Godot.");
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else
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GD.Print("Running a 32-bit build of Godot.");
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[/csharp]
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[/codeblocks]
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To detect whether the current build is 64-bit, or the type of architecture, don't use the architecture name. Instead, use [method OS.has_feature] to check for the [code]"64"[/code] feature tag, or tags such as [code]"x86"[/code] or [code]"arm"[/code]. See the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details.
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[b]Note:[/b] This method does [i]not[/i] return the name of the system's CPU architecture (like [method OS.get_processor_name]). For example, when running an [code]x86_32[/code] Godot binary on an [code]x86_64[/code] system, the returned value will still be [code]"x86_32"[/code].
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</description>
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</method>
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@ -223,10 +209,10 @@
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print(Engine.has_singleton("Unknown")) # Prints false
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[/gdscript]
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[csharp]
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GD.Print(Engine.HasSingleton("OS")); // Prints true
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GD.Print(Engine.HasSingleton("Engine")); // Prints true
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GD.Print(Engine.HasSingleton("AudioServer")); // Prints true
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GD.Print(Engine.HasSingleton("Unknown")); // Prints false
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GD.Print(Engine.HasSingleton("OS")); // Prints True
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GD.Print(Engine.HasSingleton("Engine")); // Prints True
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GD.Print(Engine.HasSingleton("AudioServer")); // Prints True
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GD.Print(Engine.HasSingleton("Unknown")); // Prints False
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] Global singletons are not the same as autoloaded nodes, which are configurable in the project settings.
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@ -254,6 +240,12 @@
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[b]Note:[/b] To detect whether the script is running on an editor [i]build[/i] (such as when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the [code]"editor"[/code] argument instead. [code]OS.has_feature("editor")[/code] evaluate to [code]true[/code] both when the script is running in the editor and when running the project from the editor, but returns [code]false[/code] when run from an exported project.
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</description>
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</method>
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<method name="is_embedded_in_editor" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the engine is running embedded in the editor. This is useful to prevent attempting to update window mode or window flags that are not supported when running the project embedded in the editor.
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</description>
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</method>
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<method name="is_in_physics_frame" qualifiers="const">
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<return type="bool" />
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<description>
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@ -337,6 +329,10 @@
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[b]Note:[/b] This property does not impact the editor's Errors tab when running a project from the editor.
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[b]Warning:[/b] If set to [code]false[/code] anywhere in the project, important error messages may be hidden even if they are emitted from other scripts. In a [code]@tool[/code] script, this will also impact the editor itself. Do [i]not[/i] report bugs before ensuring error messages are enabled (as they are by default).
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</member>
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<member name="print_to_stdout" type="bool" setter="set_print_to_stdout" getter="is_printing_to_stdout" default="true">
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If [code]false[/code], stops printing messages (for example using [method @GlobalScope.print]) to the console, log files, and editor Output log. This property is equivalent to the [member ProjectSettings.application/run/disable_stdout] project setting.
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[b]Note:[/b] This does not stop printing errors or warnings produced by scripts to the console or log files, for more details see [member print_error_messages].
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</member>
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<member name="time_scale" type="float" setter="set_time_scale" getter="get_time_scale" default="1.0">
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The speed multiplier at which the in-game clock updates, compared to real time. For example, if set to [code]2.0[/code] the game runs twice as fast, and if set to [code]0.5[/code] the game runs half as fast.
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This value affects [Timer], [SceneTreeTimer], and all other simulations that make use of [code]delta[/code] time (such as [method Node._process] and [method Node._physics_process]).
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