doc: Add default values to all properties
Thanks to @bojidar-bg's impressive work in #29380.
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@@ -267,40 +267,40 @@
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</method>
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</methods>
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<members>
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<member name="current_scene" type="Node" setter="set_current_scene" getter="get_current_scene">
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<member name="current_scene" type="Node" setter="set_current_scene" getter="get_current_scene" default="null">
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The current scene.
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</member>
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<member name="debug_collisions_hint" type="bool" setter="set_debug_collisions_hint" getter="is_debugging_collisions_hint">
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<member name="debug_collisions_hint" type="bool" setter="set_debug_collisions_hint" getter="is_debugging_collisions_hint" default="false">
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If [code]true[/code], collision shapes will be visible when running the game from the editor for debugging purposes.
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</member>
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<member name="debug_navigation_hint" type="bool" setter="set_debug_navigation_hint" getter="is_debugging_navigation_hint">
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<member name="debug_navigation_hint" type="bool" setter="set_debug_navigation_hint" getter="is_debugging_navigation_hint" default="false">
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If [code]true[/code], navigation polygons will be visible when running the game from the editor for debugging purposes.
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</member>
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<member name="edited_scene_root" type="Node" setter="set_edited_scene_root" getter="get_edited_scene_root">
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<member name="edited_scene_root" type="Node" setter="set_edited_scene_root" getter="get_edited_scene_root" default="null">
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The root of the edited scene.
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</member>
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<member name="multiplayer" type="MultiplayerAPI" setter="set_multiplayer" getter="get_multiplayer">
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<member name="multiplayer" type="MultiplayerAPI" setter="set_multiplayer" getter="get_multiplayer" default="null">
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The default [MultiplayerAPI] instance for this [SceneTree].
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</member>
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<member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled">
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<member name="multiplayer_poll" type="bool" setter="set_multiplayer_poll_enabled" getter="is_multiplayer_poll_enabled" default="true">
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If [code]true[/code] (default value), enables automatic polling of the [MultiplayerAPI] for this SceneTree during [signal idle_frame].
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If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] to process network packets and deliver RPCs/RSETs. This allows running RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) and for manual [Mutex] protection when accessing the [MultiplayerAPI] from threads.
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</member>
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<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
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<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer" default="null">
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The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the [SceneTree] will become a network server (check with [method is_network_server]) and will set the root node's network mode to master (see [code]NETWORK_MODE_*[/code] constants in [Node]), or it will become a regular peer with the root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to [SceneTree]'s signals.
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</member>
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<member name="paused" type="bool" setter="set_pause" getter="is_paused">
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<member name="paused" type="bool" setter="set_pause" getter="is_paused" default="false">
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If [code]true[/code], the [SceneTree] is paused. Doing so will have the following behavior:
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- 2D and 3D physics will be stopped.
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- [method Node._process], [method Node._physics_process] and [method Node._input] will not be called anymore in nodes.
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</member>
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<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections">
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<member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections" default="false">
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If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new incoming connections.
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</member>
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<member name="root" type="Viewport" setter="" getter="get_root">
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<member name="root" type="Viewport" setter="" getter="get_root" default="null">
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The [SceneTree]'s root [Viewport].
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</member>
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<member name="use_font_oversampling" type="bool" setter="set_use_font_oversampling" getter="is_using_font_oversampling">
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<member name="use_font_oversampling" type="bool" setter="set_use_font_oversampling" getter="is_using_font_oversampling" default="false">
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If [code]true[/code], font oversampling is used.
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</member>
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</members>
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