doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
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57 changed files with 822 additions and 555 deletions
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@ -179,7 +179,7 @@
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<return type="bool">
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</return>
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<description>
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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.
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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.
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</description>
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</method>
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<method name="duplicate" qualifiers="const">
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@ -245,6 +245,12 @@
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Returns an array of references to node's children.
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</description>
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</method>
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<method name="get_editor_description" qualifiers="const">
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<return type="String">
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</return>
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<description>
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</description>
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</method>
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<method name="get_groups" qualifiers="const">
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<return type="Array">
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</return>
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@ -757,6 +763,14 @@
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Sets the folded state of the node in the Scene dock.
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</description>
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</method>
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<method name="set_editor_description">
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<return type="void">
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</return>
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<argument index="0" name="editor_description" type="String">
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</argument>
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<description>
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</description>
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</method>
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<method name="set_network_master">
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<return type="void">
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</return>
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@ -868,8 +882,7 @@
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<member name="owner" type="Node" setter="set_owner" getter="get_owner">
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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.
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</member>
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<member name="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode" default="0">
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Pause mode. How the node will behave if the [SceneTree] is paused.
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<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
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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 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.
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@ -1017,14 +1030,15 @@
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<constant name="NOTIFICATION_TEXT_SERVER_CHANGED" value="2018">
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Notification received when text server is changed.
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</constant>
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<constant name="PAUSE_MODE_INHERIT" value="0" enum="PauseMode">
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Inherits pause mode from the node's parent. For the root node, it is equivalent to [constant PAUSE_MODE_STOP]. Default.
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<constant name="PROCESS_MODE_INHERIT" value="0" enum="ProcessMode">
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</constant>
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<constant name="PAUSE_MODE_STOP" value="1" enum="PauseMode">
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Stops processing when the [SceneTree] is paused.
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<constant name="PROCESS_MODE_PAUSABLE" value="1" enum="ProcessMode">
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</constant>
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<constant name="PAUSE_MODE_PROCESS" value="2" enum="PauseMode">
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Continue to process regardless of the [SceneTree] pause state.
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<constant name="PROCESS_MODE_WHEN_PAUSED" value="2" enum="ProcessMode">
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</constant>
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<constant name="PROCESS_MODE_ALWAYS" value="3" enum="ProcessMode">
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</constant>
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<constant name="PROCESS_MODE_DISABLED" value="4" enum="ProcessMode">
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</constant>
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<constant name="DUPLICATE_SIGNALS" value="1" enum="DuplicateFlags">
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Duplicate the node's signals.
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