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Эх сурвалжийг харах

Document removal of implicit multi-level calls in Upgrading to Godot 4

Hugo Locurcio 2 жил өмнө
parent
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470cf6b4ee

+ 3 - 2
tutorials/migrating/upgrading_to_godot_4.1.rst

@@ -3,7 +3,7 @@
 Upgrading from Godot 4.0 to Godot 4.1
 =====================================
 
-For most games and apps made with 4.0 it should be relatively safe to migrate to 4.1.
+For most games and apps made with 4.0, it should be relatively safe to migrate to 4.1.
 This page intends to cover everything you need to pay attention to when migrating
 your project.
 
@@ -14,7 +14,8 @@ If you are migrating from 4.0 to 4.1, the breaking changes listed here might
 affect you. Changes are grouped by areas/systems.
 
 .. warning::
-    The GDExtension API completely breaks compatibility in 4.1 so it's not included
+
+    The GDExtension API completely breaks compatibility in 4.1, so it's not included
     in the table below. See the :ref:`updating_your_gdextension_for_godot_4_1` section
     for more information.
 

+ 4 - 0
tutorials/migrating/upgrading_to_godot_4.rst

@@ -532,6 +532,10 @@ break backwards compatibility due to different default behavior.
 
 The most notable examples of this are:
 
+- Lifecycle functions such as ``_ready()`` and ``_process()`` no longer
+  implicitly call parent classes' functions that have the same name. Instead,
+  you must use ``super()`` at the top of a lifecycle function in the child class
+  so that the parent class function is called first.
 - Both :ref:`class_String` and :ref:`class_StringName` are now exposed to
   GDScript. This allows for greater optimization, as StringName is specifically
   designed to be used for "constant" strings that are created once and reused