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Refactor Process Mode
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192 * PauseMode is now ProcessMode, containing the following states: ``` PROCESS_MODE_INHERIT, // same as parent node PROCESS_MODE_NORMAL, // process only if not paused PROCESS_MODE_PAUSE_ONLY, // process only if paused PROCESS_MODE_ALWAYS, // process always PROCESS_MODE_DISABLED, // never process ``` * NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree). * Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
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17 changed files with 206 additions and 143 deletions
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@ -81,7 +81,7 @@ void GPUParticles2DEditorPlugin::_menu_callback(int p_idx) {
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cpu_particles->set_name(particles->get_name());
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cpu_particles->set_transform(particles->get_transform());
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cpu_particles->set_visible(particles->is_visible());
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cpu_particles->set_pause_mode(particles->get_pause_mode());
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cpu_particles->set_process_mode(particles->get_process_mode());
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cpu_particles->set_z_index(particles->get_z_index());
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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