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Unexpose Resource.setup_local_to_scene
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Good riddance.

Also modifies a note in ViewportTexture
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Mickeon committed Sep 6, 2023
1 parent 8449592 commit 0af2467
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Showing 2 changed files with 3 additions and 15 deletions.
16 changes: 2 additions & 14 deletions doc/classes/Resource.xml
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Returns the [RID] of this resource (or an empty RID). Many resources (such as [Texture2D], [Mesh], and so on) are high-level abstractions of resources stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so this function will return the original [RID].
</description>
</method>
<method name="setup_local_to_scene">
<method name="setup_local_to_scene" is_deprecated="true">
<return type="void" />
<description>
Emits the [signal setup_local_to_scene_requested] signal. If [member resource_local_to_scene] is set to [code]true[/code], this method is called from [method PackedScene.instantiate] by the newly duplicated resource within the scene instance.
For most resources, this method performs no logic of its own. Custom behavior can be defined by connecting [signal setup_local_to_scene_requested] from a script, [b]not[/b] by overriding this method.
[b]Example:[/b] Assign a random value to [code]health[/code] for every duplicated Resource from an instantiated scene, excluding the original.
[codeblock]
extends Resource

var health = 0

func _init():
setup_local_to_scene_requested.connect(randomize_health)

func randomize_health():
health = randi_range(10, 40)
[/codeblock]
</description>
</method>
<method name="take_over_path">
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</signal>
<signal name="setup_local_to_scene_requested">
<description>
Emitted when [method setup_local_to_scene] is called, usually by a newly duplicated resource with [member resource_local_to_scene] set to [code]true[/code]. Custom behavior can be defined by connecting this signal.
Emitted by the newly duplicated resource with [member resource_local_to_scene] set to [code]true[/code], when the scene is instantiated. Custom behavior can be defined by connecting this signal.
</description>
</signal>
</signals>
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2 changes: 1 addition & 1 deletion doc/classes/ViewportTexture.xml
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<description>
Provides the content of a [Viewport] as a dynamic [Texture2D]. This can be used to mix controls, 2D game objects, and 3D game objects in the same scene.
To create a [ViewportTexture] in code, use the [method Viewport.get_texture] method on the target viewport.
[b]Note:[/b] When local to scene, this texture uses [method Resource.setup_local_to_scene] to set the proxy texture and flags in the local viewport. Local to scene [ViewportTexture]s will return incorrect data until the scene root is ready (see [signal Node.ready]).
[b]Note:[/b] A [ViewportTexture] is always local to its scene (see [member Resource.resource_local_to_scene]). If the scene root is not ready, it may return incorrect data (see [signal Node.ready]).
</description>
<tutorials>
<link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>
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