61 Commits

Author SHA1 Message Date
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
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
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)
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
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)
* 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
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.
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)
* 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)
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
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
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
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)
* 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
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)
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)
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
Closes #4174
2020-12-02 15:47:29 -06:00
Nathan Lovato
76234aae4b Remove obsolete warning in signals.rst
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)
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
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
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)
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)
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
Supersedes and closes #2427.
2019-05-15 12:43:36 +02:00