diff --git a/doc/classes/AnimationPlayer.xml b/doc/classes/AnimationPlayer.xml index e1edea4e097..743bbb1b61f 100644 --- a/doc/classes/AnimationPlayer.xml +++ b/doc/classes/AnimationPlayer.xml @@ -319,10 +319,10 @@ </signals> <constants> <constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback"> - Process animation during the physics process. This is especially useful when animating physics bodies. + Process animation during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when animating physics bodies. </constant> <constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback"> - Process animation during the idle process. + Process animation during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]). </constant> <constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback"> Do not process animation. Use [method advance] to process the animation manually. diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index ef3c1a3f9ee..54efb1741d0 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -219,10 +219,10 @@ </signals> <constants> <constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback"> - The animations will progress during the physics frame (i.e. [method Node._physics_process]). + The animations will progress during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). </constant> <constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback"> - The animations will progress during the idle frame (i.e. [method Node._process]). + The animations will progress during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]). </constant> <constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback"> The animations will only progress manually (see [method advance]). diff --git a/doc/classes/AudioStreamPlayer3D.xml b/doc/classes/AudioStreamPlayer3D.xml index 67c877412cd..4a0e261c3ab 100644 --- a/doc/classes/AudioStreamPlayer3D.xml +++ b/doc/classes/AudioStreamPlayer3D.xml @@ -139,10 +139,10 @@ Disables doppler tracking. </constant> <constant name="DOPPLER_TRACKING_IDLE_STEP" value="1" enum="DopplerTracking"> - Executes doppler tracking in idle step. + Executes doppler tracking during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]). </constant> <constant name="DOPPLER_TRACKING_PHYSICS_STEP" value="2" enum="DopplerTracking"> - Executes doppler tracking in physics step. + Executes doppler tracking during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). </constant> </constants> </class> diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml index 2d36ac0a2a2..ce2c1cc37ef 100644 --- a/doc/classes/Camera2D.xml +++ b/doc/classes/Camera2D.xml @@ -189,10 +189,10 @@ The camera's position takes into account vertical/horizontal offsets and the screen size. </constant> <constant name="CAMERA2D_PROCESS_PHYSICS" value="0" enum="Camera2DProcessCallback"> - The camera updates with the [code]_physics_process[/code] callback. + The camera updates during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). </constant> <constant name="CAMERA2D_PROCESS_IDLE" value="1" enum="Camera2DProcessCallback"> - The camera updates with the [code]_process[/code] callback. + The camera updates during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]). </constant> </constants> </class> diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index 789d9695fab..14b3274a80f 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -83,6 +83,7 @@ [/csharp] [/codeblocks] The timer will be automatically freed after its time elapses. + [b]Note:[/b] The timer is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the timer (or [method Node._physics_process] if [param process_in_physics] is set to [code]true[/code]). </description> </method> <method name="create_tween"> diff --git a/doc/classes/SceneTreeTimer.xml b/doc/classes/SceneTreeTimer.xml index 9de8a88bb49..f97c2622619 100644 --- a/doc/classes/SceneTreeTimer.xml +++ b/doc/classes/SceneTreeTimer.xml @@ -23,6 +23,7 @@ [/csharp] [/codeblocks] The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See [RefCounted]. + [b]Note:[/b] The timer is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the timer (or [method Node._physics_process] if [code]process_in_physics[/code] in [method SceneTree.create_timer] has been set to [code]true[/code]). </description> <tutorials> </tutorials> diff --git a/doc/classes/Timer.xml b/doc/classes/Timer.xml index 2f76f0d27a7..51368d5623b 100644 --- a/doc/classes/Timer.xml +++ b/doc/classes/Timer.xml @@ -65,10 +65,10 @@ </signals> <constants> <constant name="TIMER_PROCESS_PHYSICS" value="0" enum="TimerProcessCallback"> - Update the timer during the physics step at each frame (fixed framerate processing). + Update the timer during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). </constant> <constant name="TIMER_PROCESS_IDLE" value="1" enum="TimerProcessCallback"> - Update the timer during the idle time at each frame. + Update the timer during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]). </constant> </constants> </class> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index bbb4e1b4e35..86084716b87 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -90,7 +90,7 @@ Some [Tweener]s use transitions and eases. The first accepts a [enum TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum TransitionType] constants with [constant EASE_IN_OUT], and use the one that looks best. [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url] [b]Note:[/b] Tweens are not designed to be re-used and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating. - [b]Note:[/b] Tweens are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum TweenProcessMode]). + [b]Note:[/b] The tween is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the timer (or [method Node._physics_process] depending on the value passed to [method set_process_mode]). </description> <tutorials> </tutorials> @@ -250,7 +250,7 @@ <return type="Tween" /> <param index="0" name="mode" type="int" enum="Tween.TweenProcessMode" /> <description> - Determines whether the [Tween] should run during idle frame (see [method Node._process]) or physics frame (see [method Node._physics_process]. + Determines whether the [Tween] should run after process frames (see [method Node._process]) or physics frames (see [method Node._physics_process]). Default value is [constant TWEEN_PROCESS_IDLE]. </description> </method> @@ -454,10 +454,10 @@ </signals> <constants> <constant name="TWEEN_PROCESS_PHYSICS" value="0" enum="TweenProcessMode"> - The [Tween] updates during the physics frame. + The [Tween] updates after each physics frame (see [method Node._physics_process]). </constant> <constant name="TWEEN_PROCESS_IDLE" value="1" enum="TweenProcessMode"> - The [Tween] updates during the idle frame. + The [Tween] updates after each process frame (see [method Node._process]). </constant> <constant name="TWEEN_PAUSE_BOUND" value="0" enum="TweenPauseMode"> If the [Tween] has a bound node, it will process when that node can process (see [member Node.process_mode]). Otherwise it's the same as [constant TWEEN_PAUSE_STOP]. diff --git a/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml b/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml index 8f7e9df4198..82698f7b150 100644 --- a/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml +++ b/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml @@ -92,10 +92,10 @@ </signals> <constants> <constant name="VISIBILITY_PROCESS_IDLE" value="0" enum="VisibilityUpdateMode"> - Visibility filters are updated every idle process frame. + Visibility filters are updated during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]). </constant> <constant name="VISIBILITY_PROCESS_PHYSICS" value="1" enum="VisibilityUpdateMode"> - Visibility filters are updated every physics process frame. + Visibility filters are updated during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). </constant> <constant name="VISIBILITY_PROCESS_NONE" value="2" enum="VisibilityUpdateMode"> Visibility filters are not updated automatically, and must be updated manually by calling [method update_visibility].