3.6.0 Pausing
-
Pause Functionality in Systems
- Added a
paused
variable inside eachSystem
node, along with a check in_handle(delta)
that skips updates ifpaused
istrue
. - Added a new
update_pause_state(paused: bool)
method inWorld
that updates each system’spaused
status based on process modes, granting finer control over which systems continue or stop processing when the game is paused.
- Added a
-
Minor Adjustments
- Rearranged or slightly refactored some methods in
ecs.gd
(e.g., moving_on_world_exited()
). - Revised initialization logic in
Entity
to call an_initialize()
method from_ready()
. - Updated version in
plugin.cfg
from3.5.1
to3.6.0
. - Performed minor housekeeping in
QueryBuilder
,entity.gd
, andworld.gd
(such as reordering functions, updating logs, or reorganizing comment blocks).
- Rearranged or slightly refactored some methods in
Full Changelog: 3.5.0...3.6.0