Sync classref with current source

This commit is contained in:
Rémi Verschelde
2019-01-07 10:08:00 +01:00
parent 756bef81e1
commit 4f5d503b25
61 changed files with 632 additions and 301 deletions

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@@ -316,7 +316,7 @@ This means that when adding a node to the scene tree, the following order will b
Nodes can also process input events. When present, the :ref:`_input<class_Node__input>` function will be called for each input that the program receives. In many cases, this can be overkill (unless used for simple projects), and the :ref:`_unhandled_input<class_Node__unhandled_input>` function might be preferred; it is called when the input event was not handled by anyone else (typically, GUI :ref:`Control<class_Control>` nodes), ensuring that the node only receives the events that were meant for it.
To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with :ref:`set_owner<class_Node_set_owner>`. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
To keep track of the scene hierarchy (especially when instancing scenes into other scenes), an "owner" can be set for the node with the :ref:`owner<class_Node_owner>` property. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though.
Finally, when a node is freed with :ref:`Object.free<class_Object_free>` or :ref:`queue_free<class_Node_queue_free>`, it will also free all its children.
@@ -517,7 +517,7 @@ Adds the node to a group. Groups are helpers to name and organize a subset of no
- :ref:`bool<class_bool>` **can_process** **(** **)** const
Returns ``true`` if the node can process while the scene tree is paused (see :ref:`set_pause_mode<class_Node_set_pause_mode>`). Always returns ``true`` if the scene tree is not paused, and ``false`` if the node is not in the tree. FIXME: Why FAIL_COND?
Returns ``true`` if the node can process while the scene tree is paused (see :ref:`pause_mode<class_Node_pause_mode>`). Always returns ``true`` if the scene tree is not paused, and ``false`` if the node is not in the tree.
.. _class_Node_duplicate:
@@ -525,7 +525,7 @@ Returns ``true`` if the node can process while the scene tree is paused (see :re
Duplicates the node, returning a new node.
You can fine-tune the behavior using the ``flags``. See DUPLICATE\_\* constants.
You can fine-tune the behavior using the ``flags`` (see :ref:`DuplicateFlags<enum_Node_DuplicateFlags>`).
.. _class_Node_find_node: