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Overhaul Object's Documentation #67880
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Still unfinished. Introduced metadata in the leading description. it's a core concept, sounds well deserved. Refined |
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The leading description is in a pretty good state now. Ready for review. |
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Another one bites the dust. |
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If we want to consider my comment as a patch note, I modified the example of |
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Revision to leading description after @YuriSizov 's comments. The suggestions have not been exactly accepted word-by-word so it may be worth a second look:
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I thought I'd approve it as is, but I think there are still a couple of changes that are worth to be made before merging. Not everything is severe, so I tried to note the ones where I just nitpick with comments. But there are also a couple of typos 🙂
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Didn't go with the suggestions 1:1, but I'm particularly glad to have touched upon the |
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I'm still not a fan of "If any other means are used", but I won't die on that hill. Let's merge!
"If any other... method?" Screw it, that actually makes more sense. |
Well, I've given an example of how I'd rephrase it, but let's not. It's been built enough times already. I'm pressing the merge button! |
OKAY FINE MEGA MERGE IT IS. |
Thanks a bunch! |
This PR is touchy
Closes godotengine/godot-docs#4894
Closes godotengine/godot-docs#5139
Closes godotengine/godot-docs#3827 (???)
... and maybe some more?
Continuation of #67072, #67100, #67208, #67718...
Here a big list of changes which, unlike the previous PRs, is a lot more detailed. Although, I have to admit, I got tired of writing it due to repetition.
Mainly, it's meant to represent my line of reasoning behind every change. Perhaps, someone reading this may take it as a future point of reference. Not just that, but some information deemed important by the maintainers could have been lost during the rewrite. Criticism is encouraged.
General
Methods
What? Node type? Class type? Unclear. It's Variant type.
Then, literally the next paragraph began with "Some classes that extend Object add memory management".
W-what!?
in
operator checks for properties, methods, and signals (try this I dare you)._get_property_list
._init
.can_translate_messages
.Eh? What strings?
connect
.The description of this method is... so needlessly long, verbose, and incredibly horrifying to look at! Despite this, ironically, this isn't even the recommended way to connect signals anymore. This may need to be seen in another PR, it's just... ridiculous. It even explains...
emit_signal
? Why not putting the explanation there, then!? Aaah...emit_signal
.get_incoming_connections
.get_indexed
andset_indexed
.get_method_list
.Closes
Object
'sget_method_list()
should expound on returned Dictionaries' contents. godot-docs#4894.get_property_list
.get_signal_list
.(Which is incredibly strange by the way).
notify_property_list_changed
.These lines have been swapped, because all this method does is emitting the signal.
set_script
.Although both terms are correct, "attach" matches the more familiar verb used in the Scene Tree Editor.
Very much sounded like a leftover from when Godot used to support multiple scripts.
to_string
.This was outdated.
Signals
property_list_changed
.script_changed
on some cases.Constants
_init()
is even called...TODO:
Possibly adjustBarely... May not be doable for now.connect
to reduce... overwhelming-ness.Document. Can't be done as I wished. It almost feels like the behavior is bugged._set
and_get
's very interesting use cases (when it is actually called)get_property_list
and_get_property_list
.I recommend taking a look at the documentation by building from this PR, to read the documentation from the Editor itself. Feedback is welcome.