[DOCS] Node & PackedScene (#17833)

* [DOCS] Node: SceneSaver -> PackedScene

* [DOCS] PackedScene: Code example, resolve TODO

(cherry picked from commit 13d5ee01f9)
This commit is contained in:
Max Hilbrunner
2018-03-28 23:07:03 +02:00
committed by Hein-Pieter van Braam
parent f12db4013e
commit ec017f4c01
2 changed files with 9 additions and 2 deletions

View File

@@ -769,7 +769,7 @@
The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed
</member>
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using SceneSaver) all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]) all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
</member>
<member name="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode">
Pause mode. How the node will behave if the [SceneTree] is paused.