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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@ -71,10 +71,12 @@
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<return type="void" />
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<param index="0" name="delta" type="float" />
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<description>
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Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [param delta] variable should be constant. [param delta] is in seconds.
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Called during the physics processing step of the main loop. Physics processing means that the frame rate is synced to the physics, i.e. the [param delta] parameter will [i]generally[/i] be constant (see exceptions below). [param delta] is in seconds.
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It is only called if physics processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_physics_process].
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Processing happens in order of [member process_physics_priority], lower priority values are called first. Nodes with the same priority are processed in tree order, or top to bottom as seen in the editor (also known as pre-order traversal).
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Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in [method Object._notification].
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
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[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
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</description>
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</method>
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<method name="_process" qualifiers="virtual">
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@ -83,8 +85,10 @@
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<description>
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Called during the processing step of the main loop. Processing happens at every frame and as fast as possible, so the [param delta] time since the previous frame is not constant. [param delta] is in seconds.
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It is only called if processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process].
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Processing happens in order of [member process_priority], lower priority values are called first. Nodes with the same priority are processed in tree order, or top to bottom as seen in the editor (also known as pre-order traversal).
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Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method Object._notification].
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[b]Note:[/b] This method is only called if the node is present in the scene tree (i.e. if it's not an orphan).
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[b]Note:[/b] [param delta] will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [param delta] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
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</description>
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</method>
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<method name="_ready" qualifiers="virtual">
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@ -255,7 +259,7 @@
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<return type="Node" />
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<param index="0" name="flags" type="int" default="15" />
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<description>
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Duplicates the node, returning a new node with all of its properties, signals and groups copied from the original. The behavior can be tweaked through the [param flags] (see [enum DuplicateFlags]).
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Duplicates the node, returning a new node with all of its properties, signals, groups, and children copied from the original. The behavior can be tweaked through the [param flags] (see [enum DuplicateFlags]).
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[b]Note:[/b] For nodes with a [Script] attached, if [method Object._init] has been defined with required parameters, the duplicated node will not have a [Script].
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</description>
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</method>
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@ -490,12 +494,20 @@
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<return type="float" />
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<description>
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Returns the time elapsed (in seconds) since the last physics callback. This value is identical to [method _physics_process]'s [code]delta[/code] parameter, and is often consistent at run-time, unless [member Engine.physics_ticks_per_second] is changed. See also [constant NOTIFICATION_PHYSICS_PROCESS].
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[b]Note:[/b] The returned value will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [code]delta[/code] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
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</description>
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</method>
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<method name="get_process_delta_time" qualifiers="const">
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<return type="float" />
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<description>
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Returns the time elapsed (in seconds) since the last process callback. This value is identical to [method _process]'s [code]delta[/code] parameter, and may vary from frame to frame. See also [constant NOTIFICATION_PROCESS].
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[b]Note:[/b] The returned value will be larger than expected if running at a framerate lower than [member Engine.physics_ticks_per_second] / [member Engine.max_physics_steps_per_frame] FPS. This is done to avoid "spiral of death" scenarios where performance would plummet due to an ever-increasing number of physics steps per frame. This behavior affects both [method _process] and [method _physics_process]. As a result, avoid using [code]delta[/code] for time measurements in real-world seconds. Use the [Time] singleton's methods for this purpose instead, such as [method Time.get_ticks_usec].
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</description>
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</method>
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<method name="get_rpc_config" qualifiers="const">
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<return type="Variant" />
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<description>
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Returns a [Dictionary] mapping method names to their RPC configuration defined for this node using [method rpc_config].
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</description>
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</method>
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<method name="get_scene_instance_load_placeholder" qualifiers="const">
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@ -967,6 +979,13 @@
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Similar to [method call_thread_safe], but for setting properties.
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</description>
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</method>
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<method name="set_translation_domain_inherited">
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<return type="void" />
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<description>
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Makes this node inherit the translation domain from its parent node. If this node has no parent, the main translation domain will be used.
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This is the default behavior for all nodes. Calling [method Object.set_translation_domain] disables this behavior.
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</description>
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</method>
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<method name="update_configuration_warnings">
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<return type="void" />
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<description>
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@ -991,8 +1010,8 @@
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[b]Note:[/b] When changing the name, the following characters will be replaced with an underscore: ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]"[/code] [code]%[/code]). In particular, the [code]@[/code] character is reserved for auto-generated names. See also [method String.validate_node_name].
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</member>
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<member name="owner" type="Node" setter="set_owner" getter="get_owner">
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The owner of this node. The owner must be an ancestor of this node. When packing the owner node in a [PackedScene], all the nodes it owns are also saved with it.
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[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, remember to set the owner after calling [method add_child]. See also (see [member unique_name_in_owner])
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The owner of this node. The owner must be an ancestor of this node. When packing the owner node in a [PackedScene], all the nodes it owns are also saved with it. See also [member unique_name_in_owner].
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[b]Note:[/b] In the editor, nodes not owned by the scene root are usually not displayed in the Scene dock, and will [b]not[/b] be saved. To prevent this, remember to set the owner after calling [method add_child].
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</member>
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<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" enum="Node.PhysicsInterpolationMode" default="0">
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Allows enabling or disabling physics interpolation per node, offering a finer grain of control than turning physics interpolation on and off globally. See [member ProjectSettings.physics/common/physics_interpolation] and [member SceneTree.physics_interpolation] for the global setting.
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@ -1002,10 +1021,10 @@
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The node's processing behavior (see [enum ProcessMode]). To check if the node can process in its current mode, use [method can_process].
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</member>
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<member name="process_physics_priority" type="int" setter="set_physics_process_priority" getter="get_physics_process_priority" default="0">
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Similar to [member process_priority] but for [constant NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal version.
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Similar to [member process_priority] but for [constant NOTIFICATION_PHYSICS_PROCESS], [method _physics_process], or [constant NOTIFICATION_INTERNAL_PHYSICS_PROCESS].
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</member>
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<member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0">
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The node's execution order of the process callbacks ([method _process], [method _physics_process], and internal processing). Nodes whose priority value is [i]lower[/i] call their process callbacks first, regardless of tree order.
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The node's execution order of the process callbacks ([method _process], [constant NOTIFICATION_PROCESS], and [constant NOTIFICATION_INTERNAL_PROCESS]). Nodes whose priority value is [i]lower[/i] call their process callbacks first, regardless of tree order.
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</member>
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<member name="process_thread_group" type="int" setter="set_process_thread_group" getter="get_process_thread_group" enum="Node.ProcessThreadGroup" default="0">
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Set the process thread group for this node (basically, whether it receives [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], [method _process] or [method _physics_process] (and the internal versions) on the main thread or in a sub-thread.
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@ -1053,6 +1072,11 @@
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Emitted when the node's editor description field changed.
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</description>
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</signal>
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<signal name="editor_state_changed">
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<description>
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Emitted when an attribute of the node that is relevant to the editor is changed. Only emitted in the editor.
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</description>
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</signal>
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<signal name="ready">
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<description>
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Emitted when the node is considered ready, after [method _ready] is called.
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@ -1301,7 +1325,7 @@
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Duplicate the node's script (also overriding the duplicated children's scripts, if combined with [constant DUPLICATE_USE_INSTANTIATION]).
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</constant>
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<constant name="DUPLICATE_USE_INSTANTIATION" value="8" enum="DuplicateFlags">
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Duplicate using [method PackedScene.instantiate]. If the node comes from a scene saved on disk, re-uses [method PackedScene.instantiate] as the base for the duplicated node and its children.
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Duplicate using [method PackedScene.instantiate]. If the node comes from a scene saved on disk, reuses [method PackedScene.instantiate] as the base for the duplicated node and its children.
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</constant>
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<constant name="INTERNAL_MODE_DISABLED" value="0" enum="InternalMode">
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The node will not be internal.
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