Hana - Piralein
2be260e9fb
fix custom roles typo
2025-08-09 17:17:31 +02:00
skyace65
733897966b
Add UI roles to remaining step by step pages
2025-08-05 19:11:54 -04:00
Hana - Piralein
7691f229d5
Update step by step images
2025-07-26 22:07:36 +02:00
Matthew
6fe7529052
Update getting_started/step_by_step/signals.rst
2025-02-09 11:57:54 -05:00
raziel444
4429083dc5
Removing note and instead clarifying the action step to use F6
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Per suggestion from @tetrapod00, removing the newly-added note and instead adding clarification of which button to press to the action step for initiating play.
2025-02-09 10:49:28 -05:00
raziel444
1cf31a9e21
Add note on pressing F6 for current scene vs. F5 for default scene
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When following the tutorial instructions I reached the point of running the scene to test the button that starts and stops movement of the Godot icon. After following the instructions explicitly, you will have the node_2d scene selected, but you are currently instructed to "run the scene". If you choose to do so by pressing F5 or the play button in the UI, the default scene will run, which does not contain the button.
2025-02-08 23:01:46 -05:00
Nikita
e06a814148
Fix typo in Using signals ( #10246 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2024-11-11 17:15:52 +01:00
Hugo Locurcio
d23fe7bd8e
Mention that signals are first-class types since Godot 4.0 in Using signals
2024-07-03 17:41:25 +02:00
Jan
ecc19f61c8
Update signal intro with note concerning external editors
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Included a note concerning external editors, see godotengine/godot#41283
2024-03-18 20:18:01 +01:00
skyace65
8916cbd4b2
Unify C# naming notes and comments
2024-03-10 12:08:45 -04:00
skyace65
f93212f3d4
Minor fixes to getting started signals page
2024-03-08 21:58:52 -05:00
skyace65
a31bf75894
Clarify which scene to run in step by step
2024-02-08 20:41:25 -05:00
skyace65
e3eed1325d
Fix image and code in signals introduction
2024-01-27 13:35:40 -05:00
Yuri Sizov
cd92be066d
Update references to private class methods across the docs
2023-11-10 16:06:36 +01:00
Alex
8d9aea3442
Update signals.rst and instancing.rst ( #7792 )
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* Update signals.rst
* Update signals.rst
Ctrl + Cmd + 1 on macOS
* Update instancing.rst
- Keyboard shortcut guidelines
- For combinations, use the + symbol with a space on either side of the symbol.
2023-10-09 01:41:52 +02:00
Max Hilbrunner
485116d8a3
Character and typo fixes
2023-05-31 18:07:27 +02:00
Hana - Piralein
7043483945
update images and clarify scene information
2023-05-19 19:23:20 +02:00
Max Hilbrunner
72c0af46b2
Snake-case .tscn, .gd and _on_* callbacks
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Co-authored-by: Doug Thompson <s-git@dougthompson.co.uk >
2023-05-18 12:46:58 +02:00
Dipal Zambare
2100ca4bb6
Update signals.rst to correct signal names.
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1. Update signal names as per the coding conventions
2. Update images to reflect correct signal names
3. Added note about signal callback names
2023-03-30 12:28:57 +02:00
Raul Santos
a7637e0ef1
Update getting started C# code, remove randomize ( #6811 )
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* 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 >
2023-03-09 06:06:54 +01:00
Yuri Sizov
978a13bb0a
Mark potentially outdated pages with a WIP warning
2023-02-26 14:21:15 +01:00
BlueStag
135ad68cab
Use 4.0 method of connecting to and emitting signals ( #6311 )
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Change docs to use the new method of connecting and emitting signals
2023-01-22 22:01:34 -05:00
Hana
9e90766a92
update c# class examples
2023-01-12 19:38:20 +01:00
Zach Day
4ccb293730
Fix C# in step-by-step Signals example
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Changed code to use new event-style connections; changed
custom signal example to use the new `SignalName` global;
use `double` instead of `float` for `_Process` argument
2022-10-12 17:37:39 -04:00
TheYellowArchitect
8ed7fd3c70
Fixed inconsistent code
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All the code has 1 line in ready(), then suddenly at the "finished/full" script, it has a very old version which doesn't even compile (final argument gives error)
Also, changed "check autostart property" to "enable autostart property" so it's more clear
2022-09-27 07:08:53 +00:00
Raul Santos
3b36a94d35
Update C# signal documentation
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Updates C# signal documentation and code examples to the new API in 4.0
2022-08-26 15:59:43 +02:00
Stanislav Balia
13fdc670de
Added C# code examples for Using signals page. ( #6010 )
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* Added C# code examples for using signals page.
Also changed a bit one GDscript example.
2022-08-02 10:17:51 +02:00
John Veness
4d58ef13b3
Improve step-by-step a little
2022-07-21 20:43:49 +01:00
Daniel
9c69e628ba
Fix typo: "intantiated" -> "instantiated" ( #5810 )
2022-05-08 23:48:27 +02:00
Matthew
a6566b9152
Update connecting signal code for Godot 4 ( #5587 )
2022-04-29 12:51:14 +02:00
Rémi Verschelde
e0a3991ca9
Step by step: Improve flow and clarity for code replacement instructions
2022-04-29 11:24:50 +02:00
Zazucki
86a8d224c4
Clarify the name of the menu action to add a node in Signals ( #5684 )
2022-03-12 23:30:33 +01:00
Matthew
306352a94c
Fix shortcut info on signals page ( #5600 )
2022-02-12 01:17:40 +01:00
Rémi Verschelde
9a05eef561
4.0: Convert Sprite references to Sprite2D
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Some screenshots will need to be updated so that the scene structures shown
in screenshot fit what the code blocks are referring to.
2021-10-06 14:29:55 +02:00
Gerep
3f7d2c2206
Adds Timer Autostart step in Signals tutorial ( #5146 )
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro >
2021-08-03 21:02:13 +02:00
tacevee
99a44fac6b
Mention the new main screen switch shortcuts ( #4903 )
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These shortcuts changed in Godot 3.3.
2021-05-11 00:36:06 +02:00
Nathan Lovato
c1f7f42ce6
Update the reference to the your_first_game document
2021-03-04 13:47:24 -06:00
Nathan Lovato
1d2ff09f89
Rewrite step_by_step/signals.rst
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Closes #4174
2020-12-02 15:47:29 -06:00
Nathan Lovato
76234aae4b
Remove obsolete warning in signals.rst
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The editor doesn't let you connect a signal to a node without a script attached to it anymore.
Closes #4237
2020-10-11 09:24:11 -06:00
Lee Matos
75f6f8997c
Clarify that "right side" means Advanced menu in Signal interface ( #3453 )
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Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro >
2020-04-27 17:39:16 +02:00
MomoHunter
b13b004a7c
Changed note-link to https in signals.rst ( #3446 )
2020-04-26 19:28:23 +02:00
Michael Alexsander
58ff2e036a
Fix some recent errors and styling ( #3375 )
2020-04-12 15:25:45 +02:00
Hugo Locurcio
76bf1d2636
Add singular "Signal" meta keyword to signal tutorials
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This makes possible to find them when searching for "signal",
instead of just "signals".
This closes #2629 .
2020-04-09 15:00:51 +02:00
Yuri Sizov
7ef16dd974
Add missing arguments to C# example of signals ( #3328 )
2020-03-30 14:28:13 +02:00
Muller-Castro
69531c6a8c
Added brief "Extra Call Argument" description to signals.rst ( #2923 )
2020-03-07 20:30:04 +01:00
Hugo Locurcio
3fcbe00654
Update the C# EmitSignal() code sample in the signals tutorial
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The GDScript code sample was updated in
f044f2607e . This updates the C#
code sample.
2020-03-03 22:54:23 +01:00
Johnnie Hård
f044f2607e
Show how to pass a value with a signal ( #2886 )
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I had some trouble finding how to do this in the documentation, but had seen it used in some youtube tutorial. I think it would be fitting to explain the usage on this page.
I do not know the corresponding C# syntax, so I haven't changed that part.
2020-03-03 22:50:07 +01:00
Brent
7d4a72af0d
Updated c# function prototype in the example code. ( #3200 )
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It needs to be public however the example shows it as private.
2020-03-03 20:06:43 +01:00
skyace65
d8413dda8a
Update Signals images for Godot 3.1 and tweak tutorial
2019-10-09 11:07:57 -04:00
Rémi Verschelde
940df09acc
Clarify first use of $ GDScript operator
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Supersedes and closes #2427 .
2019-05-15 12:43:36 +02:00