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doc: Add missing commas after "If true/false"
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@@ -192,7 +192,7 @@
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<argument index="0" name="enabled" type="bool">
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</argument>
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<description>
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If [code]true[/code] the application automatically accepts quitting.
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If [code]true[/code], the application automatically accepts quitting.
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</description>
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</method>
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<method name="set_group">
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@@ -236,7 +236,7 @@
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<argument index="0" name="enabled" type="bool">
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</argument>
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<description>
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If [code]true[/code] the application quits automatically on going back (e.g. on Android).
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If [code]true[/code], the application quits automatically on going back (e.g. on Android).
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</description>
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</method>
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<method name="set_screen_stretch">
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@@ -270,27 +270,27 @@
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The default [MultiplayerAPI] instance for this SceneTree.
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</member>
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<member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled">
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If [code]true[/code] (default) enable the automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame].
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If [code]true[/code], (default) enable the automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame].
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When [code]false[/code] you need to manually call [method MultiplayerAPI.poll] for processing network packets and delivering RPCs/RSETs. This allows to run RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
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</member>
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<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
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The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server()]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals.
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</member>
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<member name="paused" type="bool" setter="set_pause" getter="is_paused">
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If [code]true[/code] the SceneTree is paused.
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If [code]true[/code], the SceneTree is paused.
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Doing so will have the following behavior:
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* 2D and 3D physics will be stopped.
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* _process and _physics_process will not be called anymore in nodes.
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* _input and _input_event will not be called anymore either.
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</member>
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<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
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If [code]true[/code] the SceneTree's [member network_peer] refuses new incoming connections.
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If [code]true[/code], the SceneTree's [member network_peer] refuses new incoming connections.
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</member>
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<member name="root" type="Viewport" setter="" getter="get_root">
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The SceneTree's [Viewport].
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</member>
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<member name="use_font_oversampling" type="bool" setter="set_use_font_oversampling" getter="is_using_font_oversampling">
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If [code]true[/code] font oversampling is used.
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If [code]true[/code], font oversampling is used.
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</member>
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</members>
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<signals>
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