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Update "Upgrading from Godot 3 to Godot 4" page

Danil Alexeev 2 rokov pred
rodič
commit
7a72ceaff6
1 zmenil súbory, kde vykonal 10 pridanie a 8 odobranie
  1. 10 8
      tutorials/migrating/upgrading_to_godot_4.rst

+ 10 - 8
tutorials/migrating/upgrading_to_godot_4.rst

@@ -413,7 +413,6 @@ table to find its new name.
 - BaseButton's ``set_event()`` is now ``set_shortcut()``.
 - Camera2D's ``get_v_offset()`` is now ``get_drag_vertical_offset()``.
 - Camera2D's ``set_v_offset()`` is now ``set_drag_vertical_offset()``.
-- Camera2D's ``make_current()`` is now ``set_current()``.
 - CanvasItem's ``update()`` is now ``queue_redraw()``.
 - Control's ``set_tooltip()`` is now ``set_tooltip_text()``.
 - EditorNode3DGizmoPlugin's ``create_gizmo()`` is now ``_create_gizmo()``
@@ -477,7 +476,7 @@ table to find its new name.
 
 - Color names are now uppercase and use underscores between words.
   For example, ``Color.palegreen`` is now ``Color.PALE_GREEN``.
-- MainLoop's ``NOTIFICATION_`` constants were moved to global scope, which means
+- MainLoop's ``NOTIFICATION_`` constants were duplicated to ``Node`` which means
   you can remove the ``MainLoop.`` prefix when referencing them.
 - MainLoop's ``NOTIFICATION_WM_QUIT_REQUEST`` is now ``NOTIFICATION_WM_CLOSE_REQUEST``.
 
@@ -537,10 +536,10 @@ The most notable examples of this are:
 - 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
-  many times. These types are not equivalent to each other, which means
-  ``"example" == &"example"`` returns ``false`` (``&`` creates a StringName).
-  This should be taken into account for ``if`` and ``match`` comparisons in
-  particular, as you may have to replace ``"example"`` with ``&"example"``.
+  many times. These types are not strictly equivalent to each other, which means
+  ``is_same("example", &"example")`` returns ``false``. Although in most cases
+  they are interchangeable (``"example" == &"example"`` returns ``true``),
+  sometimes you may have to replace ``"example"`` with ``&"example"``.
 - :ref:`GDScript setter and getter syntax <doc_gdscript_basics_setters_getters>`
   was changed, but it's only partially converted by the conversion tool. In most
   cases, manual changes are required to make setters and getters working again.
@@ -564,8 +563,8 @@ The most notable examples of this are:
   before, replace ``call_group(...)`` with
   ``call_group_flags(SceneTree.GROUP_CALL_DEFERRED, ...)`` (and do the same with
   ``set_group()`` and ``notify_group()`` respectively).
-- Instead of ``rotation_degrees``, the ``rotation`` property is exposed to the 
-  editor, which is automatically displayed as degrees in the Inspector 
+- Instead of ``rotation_degrees``, the ``rotation`` property is exposed to the
+  editor, which is automatically displayed as degrees in the Inspector
   dock. This may break animations, as the conversion is not handled automatically by the
   conversion tool.
 - :ref:`class_AABB`'s ``has_no_surface()`` was inverted and renamed to ``has_surface()``.
@@ -576,6 +575,9 @@ The most notable examples of this are:
 - :ref:`class_AnimatedSprite2D` and :ref:`class_AnimatedSprite3D` now allow
   negative ``speed_scale`` values. This may break animations if you relied on
   ``speed_scale`` being internally clamped to ``0.0``.
+- :ref:`class_AnimatedSprite2D` and :ref:`class_AnimatedSprite3D`'s ``playing``
+  property was removed. Use ``play()``/``stop()`` method instead OR configure
+  ``autoplay`` animation via the SpriteFrames bottom panel (but not both at once).
 - :ref:`class_BaseButton`'s signals are now ``button_up`` and ``button_down``.
   The ``pressed`` property is now ``button_pressed``.
 - :ref:`class_Camera2D`'s ``rotating`` property was replaced by