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Fix small mistake in docs, "antecedents" -> "ancestors"
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@ -367,7 +367,7 @@
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<method name="is_visible_in_tree" qualifiers="const">
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<method name="is_visible_in_tree" qualifiers="const">
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<return type="bool" />
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<return type="bool" />
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<description>
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<description>
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Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree, and is consequently not drawn (see [method _draw]).
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Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree, and is consequently not drawn (see [method _draw]).
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</description>
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</description>
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</method>
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</method>
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<method name="make_canvas_position_local" qualifiers="const">
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<method name="make_canvas_position_local" qualifiers="const">
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@ -441,7 +441,7 @@
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If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material.
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If [code]true[/code], the parent [CanvasItem]'s [member material] property is used as this one's material.
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</member>
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</member>
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<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
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<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
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If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
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If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if all of its ancestors are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
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[b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead.
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[b]Note:[/b] For controls that inherit [Popup], the correct way to make them visible is to call one of the multiple [code]popup*()[/code] functions instead.
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</member>
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</member>
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</members>
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</members>
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@ -118,7 +118,7 @@
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<method name="is_visible_in_tree" qualifiers="const">
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<method name="is_visible_in_tree" qualifiers="const">
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<return type="bool" />
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<return type="bool" />
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<description>
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<description>
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Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.
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Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree.
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</description>
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</description>
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</method>
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</method>
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<method name="look_at">
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<method name="look_at">
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@ -313,7 +313,7 @@
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Local translation of this node.
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Local translation of this node.
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</member>
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</member>
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<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
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<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
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If [code]true[/code], this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
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If [code]true[/code], this node is drawn. The node is only visible if all of its ancestors are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).
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</member>
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</member>
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</members>
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</members>
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<signals>
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<signals>
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