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6 changes: 3 additions & 3 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@ Providing nodes "top-down" over sections of the game's scene tree has a few adva
- ✅ Dependent scripts can still be run in isolated scenes by providing default fallback values.
- ✅ Scoping dependencies to the scene tree prevents the existence of values that are invalid above the provider node.
- ✅ Resolution occurs in O(n), where `n` is the height of the tree above the requesting dependent node (usually only a handful of nodes to search). For deep trees, "reflecting" dependencies by re-providing them further down the tree speeds things up further.
- ✅ Dependencies are resolved when the node enters the scene tree, allowing for O(1) access afterwards. Exiting and re-entering the scene tree triggers the dependency resolution process again.
- ✅ Dependencies are resolved when the node enters the scene tree, allowing for O(1) access afterwards. Exiting and re-entering the scene tree triggers the dependency resolution process again (if you call `Node.RequestReady()` from either `IAutoOn.OnExitTree()` or `Node._ExitTree()`).
- ✅ Scripts can be both dependents and providers.

## 📼 About Mixins
Expand Down Expand Up @@ -132,7 +132,7 @@ Once providers have initialized the values they provide, they must call the `thi
The example below shows a node script that provides a `string` value to its descendants. Values are always provided by their type.

> [!NOTE]
> The `IProvideAny` interface will stop signals from propagating to the node's parent. This could at best mute any errors from unresolved dependencies when implemented on the root node,
> The `IProvideAny` interface will stop signals from propagating to the node's parent. This could at best mute any errors from unresolved dependencies when implemented on the root node,
> and at worst stop a dependency from being resolved if it was supposed to be fetched from an ancestor.

```csharp
Expand Down Expand Up @@ -513,7 +513,7 @@ public partial class MyNode : Node2D

> [!WARNING]
> Godot detects when you override `_PhysicsProcess` and automatically enables physics for that node.
>
>
> That won't happen when using `OnPhysicsProcess` so you have to manually turn on physics by calling:
> ```csharp
> SetPhysicsProcess(true);
Expand Down