Преглед на файлове

Don't use SceneTree when not referring to the class

Haoyu Qiu преди 1 година
родител
ревизия
313c3ed3db

+ 1 - 1
tutorials/navigation/navigation_different_actor_types.rst

@@ -35,7 +35,7 @@ The same approach can be used to distinguish between e.g. landwalking, swimming
     # Create the source geometry resource that will hold the parsed geometry data.
     var source_geometry_data: NavigationMeshSourceGeometryData3D = NavigationMeshSourceGeometryData3D.new()
 
-    # Parse the source geometry from the SceneTree on the main thread.
+    # Parse the source geometry from the scene tree on the main thread.
     # The navigation mesh is only required for the parse settings so any of the three will do.
     NavigationServer3D.parse_source_geometry_data(navigation_mesh_standard_size, source_geometry_data, root_node)
 

+ 1 - 1
tutorials/navigation/navigation_introduction_2d.rst

@@ -39,7 +39,7 @@ Godot provides the following objects and classes for 2D navigation:
         - NavObstacle RID
             Reference to a specific avoidance obstacle used to affect and constrain the avoidance velocity of agents.
 
-The following SceneTree Nodes are available as helpers to work with the NavigationServer2D API.
+The following scene tree nodes are available as helpers to work with the NavigationServer2D API.
 
 - :ref:`NavigationRegion2D<class_NavigationRegion2D>` Node
     A Node that holds a NavigationPolygon resource that defines a navigation mesh for the NavigationServer2D.

+ 1 - 1
tutorials/navigation/navigation_introduction_3d.rst

@@ -39,7 +39,7 @@ Godot provides the following objects and classes for 3D navigation:
         - NavObstacle RID
             Reference to a specific avoidance obstacle used to affect and constrain the avoidance velocity of agents.
 
-The following SceneTree Nodes are available as helpers to work with the NavigationServer3D API.
+The following scene tree nodes are available as helpers to work with the NavigationServer3D API.
 
 - :ref:`NavigationRegion3D<class_NavigationRegion3D>` Node
     A Node that holds a Navigation Mesh resource that defines a navigation mesh for the NavigationServer3D.

+ 4 - 4
tutorials/navigation/navigation_optimizing_performance.rst

@@ -7,7 +7,7 @@ Optimizing Navigation Performance
 
 Common Navigation related performance problems can be categorized into the following topics:
 
-- Performance problems with parsing SceneTree nodes for navigation mesh baking.
+- Performance problems with parsing scene tree nodes for navigation mesh baking.
 - Performance problems with baking the actual navigation mesh.
 - Performance problems with NavigationAgent path queries.
 - Performance problems with the actual path search.
@@ -15,8 +15,8 @@ Common Navigation related performance problems can be categorized into the follo
 
 In the following sections information can be found on how to identify and fix or at least mitigate their impact on framerates.
 
-Performance problems with parsing SceneTree nodes
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+Performance problems with parsing scene tree nodes
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 .. tip::
 
@@ -50,7 +50,7 @@ Performance problems with navigation mesh baking
 
 Baking navigation meshes at runtime should always be done in a background thread if possible. Even small sized navigation meshes can take far longer to bake than what is possible to squeeze into a single frame, at least if the framerate should stay at a bearable level.
 
-Complexity of source geometry data parsed from SceneTree nodes has big impact on baking performance as everything needs to be mapped to a grid / voxels.
+Complexity of source geometry data parsed from scene tree nodes has big impact on baking performance as everything needs to be mapped to a grid / voxels.
 For runtime baking performance the NavigationMesh cell size and cell height should be set as high as possible without causing navigation mesh quality problems for a game.
 If cell size or cell height is set too low the baking is forced to create an excessive amount of voxels to process the source geometry.
 If the source geometry spans over a very large game world it is even possible that the baking process runs out off memory in the middle and crashes the game.

+ 1 - 1
tutorials/navigation/navigation_using_navigationregions.rst

@@ -12,7 +12,7 @@ and :ref:`NavigationRegion3D<class_NavigationRegion3D>` respectively.
 Individual NavigationRegions upload their 2D NavigationPolygon or 3D NavigationMesh resource data to the NavigationServer.
 The NavigationServer map turns this information into a combined navigation map for pathfinding.
 
-To create a navigation region using the SceneTree add a ``NavigationRegion2D`` or ``NavigationRegion3D`` node to the scene.
+To create a navigation region using the scene tree add a ``NavigationRegion2D`` or ``NavigationRegion3D`` node to the scene.
 All regions require a navigation mesh resource to function. See :ref:`doc_navigation_using_navigationmeshes` to learn how to create and apply navigation meshes.
 
 NavigationRegions will automatically push ``global_transform`` changes to the region on the NavigationServer which makes them suitable for moving platforms.

+ 4 - 4
tutorials/navigation/navigation_using_navigationservers.rst

@@ -16,7 +16,7 @@ Communicating with the NavigationServer
 To work with the NavigationServer means to prepare parameters for a ``query`` that can be send to the NavigationServer for updates or requesting data.
 
 To reference the internal NavigationServer objects like maps, regions and agents RIDs are used as identification numbers.
-Every navigation related node in the SceneTree has a function that returns the RID for this node.
+Every navigation related node in the scene tree has a function that returns the RID for this node.
 
 Threading and Synchronization
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -39,7 +39,7 @@ Synchronization for the NavigationServer happens in the middle of the physics fr
 
 .. note::
     The important takeaway is that most NavigationServer changes take effect after the next physics frame and not immediately.
-    This includes all changes made by navigation related nodes in the SceneTree or through scripts.
+    This includes all changes made by navigation related nodes in the scene tree or through scripts.
 
 The following functions will be executed in the synchronization phase only:
 
@@ -103,7 +103,7 @@ Waiting for synchronization
 At the start of the game, a new scene or procedural navigation changes any path query to a NavigationServer will return empty or wrong.
 
 The navigation map is still empty or not updated at this point.
-All nodes from the SceneTree need to first upload their navigation related data to the NavigationServer.
+All nodes from the scene tree need to first upload their navigation related data to the NavigationServer.
 Each added or changed map, region or agent need to be registered with the NavigationServer.
 Afterward the NavigationServer requires a ``physics_frame`` for synchronization to update the maps, regions and agents.
 
@@ -117,7 +117,7 @@ Afterwards the function waits for the next physics_frame before continuing with
     extends Node3D
 
     func _ready():
-        # use call deferred to make sure the entire SceneTree Nodes are setup
+        # use call deferred to make sure the entire scene tree nodes are setup
         # else await / yield on 'physics_frame' in a _ready() might get stuck
         call_deferred("custom_setup")