- Rename members that have been renamed in Godot's C# API for 4.0.
- Change `delta` parameter type to `double`.
- Ensure parameters match base declaration.
- Follow our code style more closely.
- Other minor code fixes.
There were 4 pages documentation pages still using deg2rad(),
which have been substituted by deg_to_rad() and the examples
tested against 4.0.X.
There was 1 usage of C# Deg2Rad(), now DegToRad().
Some dependent comments and output have been updated accordingly:
(deg_to_rad() is implemented in the Math core functions, not in
the Expressions class), plus some float precission fixes, at
least on my architecture.
Only one mention of rad2deg() was found in all docs.
Fixes#7247
In https://github.com/godotengine/godot-docs/issues/7028 it is noted that the autogenerated signal names for "Your first 2D game" are in the wrong case. They are PascalCase in the docs but in the engine they are snake_case in the latest stable 4.0.
fixes#7028
* Update getting started C# code, remove randomize
- Sync C# code with GDScript.
- Remove `randomize` calls.
- Rename members that have been renamed in Godot's C# API for 4.0.
- Change `delta` parameter type to `double` in C#.
- Follow our C# code style more closely.
- Other minor code fixes.
---------
Co-authored-by: RedworkDE <10944644+RedworkDE@users.noreply.github.com>
Renames from GDNative to GDExtension
Add Pictures/Gifs and clarified compatability
Remove GDNative language bindings from GDExtension docs
Update SConstruct and AddingProperties section
updated with suggestions
Added property hint example + updated to API naming changes
Fixed redirect.csv
* Add note about removing new_game() _ready() in 2D tut
The Start button handles calling `new_game()` so without removing the `_ready()` function that called `new_game()`, the game will automatically start on launch.
* Revise 2d tut new_game() removal to be a reminder
Based on feedback from cbscribe since it's mentioned in the
previous part of the tutorial.
- `_Process` take its delta argument as a double
- Node classes need to be partial
- Use `SignalName.*` instead of `nameof(*)` for signals
- Add a note about how `delta` arguments are doubles
The last code which would make the tutorial incompatible for 4.0 was this. I ran it locally on my 2D project to ensure it works.
Basically to replace the yield one-shot timer, I used this https://docs.godotengine.org/en/latest/classes/class_scenetreetimer.html
Fixes https://github.com/godotengine/godot-docs/issues/6234
@Calinou Related to this: If I do an upgrade/polish of the 2D tutorial [like I did with 3.0](https://github.com/godotengine/godot-docs/pull/6243) where I upload more **.webp** images and clarify and ref hyperlink here and there, would it be accepted soon, or delayed until after .webp support? Asking because it will take a day or two (I already have the images which is the hard part), and if that upgrade is merged in 4+ months, I would rather schedule my priorities in another way
* [Dodge The Creeps] Explicit add child node clarification
Added explicit "add child node" instead of "add animated sprite 2d node as a child"
Also added Ctrl+A shortcut so users get slowly familiarized with the optimal workflow