Sync classref with 3.2 branch

This commit is contained in:
Rémi Verschelde
2020-06-22 13:24:53 +02:00
parent 80957b8581
commit bbc324a125
42 changed files with 545 additions and 299 deletions

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@@ -618,6 +618,8 @@ To consume the input event and stop it propagating further to other nodes, :ref:
For gameplay input, :ref:`_unhandled_input<class_Node_method__unhandled_input>` and :ref:`_unhandled_key_input<class_Node_method__unhandled_key_input>` are usually a better fit as they allow the GUI to intercept the events first.
**Note:** This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
----
.. _class_Node_method__physics_process:
@@ -630,6 +632,8 @@ It is only called if physics processing is enabled, which is done automatically
Corresponds to the :ref:`NOTIFICATION_PHYSICS_PROCESS<class_Node_constant_NOTIFICATION_PHYSICS_PROCESS>` notification in :ref:`Object._notification<class_Object_method__notification>`.
**Note:** This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
----
.. _class_Node_method__process:
@@ -642,6 +646,8 @@ It is only called if processing is enabled, which is done automatically if this
Corresponds to the :ref:`NOTIFICATION_PROCESS<class_Node_constant_NOTIFICATION_PROCESS>` notification in :ref:`Object._notification<class_Object_method__notification>`.
**Note:** This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
----
.. _class_Node_method__ready:
@@ -670,6 +676,8 @@ To consume the input event and stop it propagating further to other nodes, :ref:
For gameplay input, this and :ref:`_unhandled_key_input<class_Node_method__unhandled_key_input>` are usually a better fit than :ref:`_input<class_Node_method__input>` as they allow the GUI to intercept the events first.
**Note:** This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
----
.. _class_Node_method__unhandled_key_input:
@@ -684,6 +692,8 @@ To consume the input event and stop it propagating further to other nodes, :ref:
For gameplay input, this and :ref:`_unhandled_input<class_Node_method__unhandled_input>` are usually a better fit than :ref:`_input<class_Node_method__input>` as they allow the GUI to intercept the events first.
**Note:** This method is only called if the node is present in the scene tree (i.e. if it's not orphan).
----
.. _class_Node_method_add_child: