doc: Sync classref with current source

And fix various bogus bindings following previous PRs.
This commit is contained in:
Rémi Verschelde 2021-02-19 13:35:31 +01:00
parent 04cb7e638c
commit 0d1d719178
57 changed files with 822 additions and 555 deletions

View file

@ -179,7 +179,7 @@
<return type="bool">
</return>
<description>
Returns [code]true[/code] if the node can process while the scene tree is paused (see [member pause_mode]). Always returns [code]true[/code] if the scene tree is not paused, and [code]false[/code] if the node is not in the tree.
Returns [code]true[/code] if the node can process while the scene tree is paused (see [member process_mode]). Always returns [code]true[/code] if the scene tree is not paused, and [code]false[/code] if the node is not in the tree.
</description>
</method>
<method name="duplicate" qualifiers="const">
@ -245,6 +245,12 @@
Returns an array of references to node's children.
</description>
</method>
<method name="get_editor_description" qualifiers="const">
<return type="String">
</return>
<description>
</description>
</method>
<method name="get_groups" qualifiers="const">
<return type="Array">
</return>
@ -757,6 +763,14 @@
Sets the folded state of the node in the Scene dock.
</description>
</method>
<method name="set_editor_description">
<return type="void">
</return>
<argument index="0" name="editor_description" type="String">
</argument>
<description>
</description>
</method>
<method name="set_network_master">
<return type="void">
</return>
@ -868,8 +882,7 @@
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
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="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode" default="0">
Pause mode. How the node will behave if the [SceneTree] is paused.
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
</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.
@ -1017,14 +1030,15 @@
<constant name="NOTIFICATION_TEXT_SERVER_CHANGED" value="2018">
Notification received when text server is changed.
</constant>
<constant name="PAUSE_MODE_INHERIT" value="0" enum="PauseMode">
Inherits pause mode from the node's parent. For the root node, it is equivalent to [constant PAUSE_MODE_STOP]. Default.
<constant name="PROCESS_MODE_INHERIT" value="0" enum="ProcessMode">
</constant>
<constant name="PAUSE_MODE_STOP" value="1" enum="PauseMode">
Stops processing when the [SceneTree] is paused.
<constant name="PROCESS_MODE_PAUSABLE" value="1" enum="ProcessMode">
</constant>
<constant name="PAUSE_MODE_PROCESS" value="2" enum="PauseMode">
Continue to process regardless of the [SceneTree] pause state.
<constant name="PROCESS_MODE_WHEN_PAUSED" value="2" enum="ProcessMode">
</constant>
<constant name="PROCESS_MODE_ALWAYS" value="3" enum="ProcessMode">
</constant>
<constant name="PROCESS_MODE_DISABLED" value="4" enum="ProcessMode">
</constant>
<constant name="DUPLICATE_SIGNALS" value="1" enum="DuplicateFlags">
Duplicate the node's signals.