From 0af24670291b5b7c3b22baa47a9988d317e8d954 Mon Sep 17 00:00:00 2001 From: Micky Date: Sat, 8 Oct 2022 14:58:44 +0200 Subject: [PATCH] Unexpose Resource.`setup_local_to_scene` Good riddance. Also modifies a note in ViewportTexture --- doc/classes/Resource.xml | 16 ++-------------- doc/classes/ViewportTexture.xml | 2 +- 2 files changed, 3 insertions(+), 15 deletions(-) diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 2a2239f66044..be04ebd89357 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -55,23 +55,11 @@ 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]. - + 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] @@ -104,7 +92,7 @@ - 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. diff --git a/doc/classes/ViewportTexture.xml b/doc/classes/ViewportTexture.xml index ede9688ea837..e12933d64b60 100644 --- a/doc/classes/ViewportTexture.xml +++ b/doc/classes/ViewportTexture.xml @@ -6,7 +6,7 @@ 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]). https://godotengine.org/asset-library/asset/127