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author | Jummit <jummit@web.de> | 2020-06-01 10:34:15 +0200 |
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committer | Jummit <jummit@web.de> | 2020-07-05 16:15:04 +0200 |
commit | d4c4d2db4cfa64f347c70ca62e141678ff365b6c (patch) | |
tree | a382a3b509a944f1fe4d19e27fc96459aff31e0f /doc/classes/MultiplayerAPI.xml | |
parent | 0287508dcdf51c7349b41aabb7679061a5147fdf (diff) | |
download | redot-engine-d4c4d2db4cfa64f347c70ca62e141678ff365b6c.tar.gz |
add root_node as property of MultiplayerAPI
Diffstat (limited to 'doc/classes/MultiplayerAPI.xml')
-rw-r--r-- | doc/classes/MultiplayerAPI.xml | 14 |
1 files changed, 4 insertions, 10 deletions
diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index 9c753818d9..fcc259fb44 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -75,16 +75,6 @@ Sends the given raw [code]bytes[/code] to a specific peer identified by [code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], i.e. broadcast to all peers. </description> </method> - <method name="set_root_node"> - <return type="void"> - </return> - <argument index="0" name="node" type="Node"> - </argument> - <description> - Sets the base root node to use for RPCs. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed. - This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene. - </description> - </method> </methods> <members> <member name="allow_object_decoding" type="bool" setter="set_allow_object_decoding" getter="is_object_decoding_allowed" default="false"> @@ -97,6 +87,10 @@ <member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections" default="false"> If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new incoming connections. </member> + <member name="root_node" type="Node" setter="set_root_node" getter="get_root_node"> + The root node to use for RPCs. Instead of an absolute path, a relative path will be used to find the node upon which the RPC should be executed. + This effectively allows to have different branches of the scene tree to be managed by different MultiplayerAPI, allowing for example to run both client and server in the same scene. + </member> </members> <signals> <signal name="connected_to_server"> |