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Changed SceneTree::create_timer default pause value to false #33102

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Muller-Castro
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The reasons for wanting a SceneTreeTimer to keep playing even with the scene paused are a minority.

The reasons for wanting a SceneTreeTimer to keep playing even with the scene paused are a minority.
@realkotob
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realkotob commented Oct 27, 2019

This should probably be noted somewhere in the documentation, I can imagine someone trying to use a timer to undo the pausing and get frustrated that it's also paused.

It's a very common usecase, for example for showing a warning popup or a loading screen.

@follower
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Is it possible to have a little more context on the motivation behind this change?

In terms of documentation, this change would require the following documentation to be updated as it currently says "If pause_mode_process is set to false, pausing the SceneTree will also pause the timer.": https://docs.godotengine.org/en/3.1/classes/class_scenetree.html#class-scenetree-method-create-timer

Additionally, unless I'm mistaken, I think this is a backwards-incompatible change as it seems to me like it would mean all existing uses of the default setting will silently invert their meaning.

@aaronfranke
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@Muller-Castro Is this still desired? If so, it needs to be rebased on the latest master branch. While there are no conflicts, rebasing is important so that reviewers can easily test the PR.

Also, more justification for this PR should be provided, responding to the above comments.

@Calinou
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Calinou commented Mar 20, 2021

Closing, as this has been obsoleted by the ProcessMode changes in 4.0. Thanks for the contribution nonetheless 🙂

We probably shouldn't change the existing behavior in 3.x to keep compatibility with existing projects.

@Calinou Calinou closed this Mar 20, 2021
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7 participants