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Merge pull request #76720 from aaronfranke/ancestortecedent

Max Hilbrunner 2 년 전
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9d4e5eefb2
2개의 변경된 파일4개의 추가작업 그리고 4개의 파일을 삭제
  1. 2 2
      doc/classes/CanvasItem.xml
  2. 2 2
      doc/classes/Node3D.xml

+ 2 - 2
doc/classes/CanvasItem.xml

@@ -503,7 +503,7 @@
 		<method name="is_visible_in_tree" qualifiers="const">
 			<return type="bool" />
 			<description>
-				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]).
+				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]).
 			</description>
 		</method>
 		<method name="make_canvas_position_local" qualifiers="const">
@@ -598,7 +598,7 @@
 			The rendering layer in which this [CanvasItem] is rendered by [Viewport] nodes. A [Viewport] will render a [CanvasItem] if it and all its parents share a layer with the [Viewport]'s canvas cull mask.
 		</member>
 		<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
-			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]).
+			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]).
 			[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.
 		</member>
 		<member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false">

+ 2 - 2
doc/classes/Node3D.xml

@@ -105,7 +105,7 @@
 		<method name="is_visible_in_tree" qualifiers="const">
 			<return type="bool" />
 			<description>
-				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.
+				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.
 			</description>
 		</method>
 		<method name="look_at">
@@ -315,7 +315,7 @@
 			Defines the visibility range parent for this node and its subtree. The visibility parent must be a GeometryInstance3D. Any visual instance will only be visible if the visibility parent (and all of its visibility ancestors) is hidden by being closer to the camera than its own [member GeometryInstance3D.visibility_range_begin]. Nodes hidden via the [member Node3D.visible] property are essentially removed from the visibility dependency tree, so dependent instances will not take the hidden node or its ancestors into account.
 		</member>
 		<member name="visible" type="bool" setter="set_visible" getter="is_visible" default="true">
-			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]).
+			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]).
 		</member>
 	</members>
 	<signals>