From 470cf6b4ee7389c4ffd73ae211d0b3bea593b74e Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Thu, 10 Aug 2023 15:50:34 +0200 Subject: [PATCH] Document removal of implicit multi-level calls in Upgrading to Godot 4 --- tutorials/migrating/upgrading_to_godot_4.1.rst | 5 +++-- tutorials/migrating/upgrading_to_godot_4.rst | 4 ++++ 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/tutorials/migrating/upgrading_to_godot_4.1.rst b/tutorials/migrating/upgrading_to_godot_4.1.rst index 06330da516e..d05091957d6 100644 --- a/tutorials/migrating/upgrading_to_godot_4.1.rst +++ b/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. diff --git a/tutorials/migrating/upgrading_to_godot_4.rst b/tutorials/migrating/upgrading_to_godot_4.rst index e4118bcac3b..4ac4d71cea5 100644 --- a/tutorials/migrating/upgrading_to_godot_4.rst +++ b/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