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[Doc] Clarify some details about deferred calls #88961

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merged 1 commit into from
Feb 29, 2024

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AThousandShips
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Added information directly to Callable.call_deferred as while this information is given in Object.call_deferred it is a bit too important information to have behind a "see also". Made the details about infinite recursion to the two descriptions, and removed an incorrect statement. Calling deferred like this can't cause the game to freeze, it simply crashes as the message queue runs out of space, otherwise nothing will happen unless you just have a lot of processing going on which will freeze the game regardless of using deferred calls or not.

@AThousandShips AThousandShips added enhancement documentation cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release labels Feb 28, 2024
@AThousandShips AThousandShips added this to the 4.3 milestone Feb 28, 2024
@AThousandShips AThousandShips requested a review from a team as a code owner February 28, 2024 13:42
@akien-mga akien-mga requested a review from KoBeWi February 28, 2024 13:47
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Existing note was fffffine so this is fine too

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Wasn't exactly fine as it was wrong, that was part of the improvement, but important bit was adding it to Callable

@akien-mga akien-mga merged commit dc87f05 into godotengine:master Feb 29, 2024
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@AThousandShips AThousandShips deleted the deferred_doc branch February 29, 2024 12:58
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Thanks!

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Thank you!

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Cherry-picked for 4.2.2.
Cherry-picked for 4.1.4.

@akien-mga akien-mga removed cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release labels Mar 11, 2024
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Causing infinite recursion with call_deferred ends the debugging process without throwing an error
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