From fab3319fa4bc4d1b6e88268db122e9f3ca74e155 Mon Sep 17 00:00:00 2001 From: Micky <66727710+Mickeon@users.noreply.github.com> Date: Fri, 29 Apr 2022 12:43:46 +0200 Subject: [PATCH] (3.x) Fix couple of missing # and // for comments in code examples 3.x backport of https://github.com/godotengine/godot-docs/pull/4360 --- tutorials/scripting/overridable_functions.rst | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/tutorials/scripting/overridable_functions.rst b/tutorials/scripting/overridable_functions.rst index 9c17bef80..50c705c25 100644 --- a/tutorials/scripting/overridable_functions.rst +++ b/tutorials/scripting/overridable_functions.rst @@ -43,7 +43,7 @@ a node exits the scene tree. This can be when you call :ref:`Node.remove_child() pass # Called when the node is about to leave the scene tree, after all its - children received the _exit_tree() callback. + # children received the _exit_tree() callback. func _exit_tree(): pass @@ -62,7 +62,7 @@ a node exits the scene tree. This can be when you call :ref:`Node.remove_child() } // Called when the node is about to leave the scene tree, after all its - children. + // children. public override void _ExitTree() { base._ExitTree(); @@ -117,7 +117,7 @@ To learn more about inputs in Godot, see the :ref:`Input section