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| author | Rémi Verschelde <rverschelde@gmail.com> | 2021-11-15 10:43:07 +0100 |
|---|---|---|
| committer | Rémi Verschelde <rverschelde@gmail.com> | 2021-11-15 13:02:21 +0100 |
| commit | 6c1bd4d227a85d690bb0e3a717aba67e77dbdfcc (patch) | |
| tree | 71150ee37150eab7c9b3947341afbc7077018bab /doc/classes/Node.xml | |
| parent | 5341e6010e80b1c625d9c0a7ebc87b0f1178db23 (diff) | |
| download | redot-engine-6c1bd4d227a85d690bb0e3a717aba67e77dbdfcc.tar.gz | |
Replace Godot docs URL with `$DOCS_URL` in XML class reference
Diffstat (limited to 'doc/classes/Node.xml')
| -rw-r--r-- | doc/classes/Node.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 3745b394e0..423002d058 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -17,7 +17,7 @@ [b]Networking with nodes:[/b] After connecting to a server (or making one, see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote procedure call) system to communicate over the network. By calling [method rpc] with a method name, it will be called locally and in all connected peers (peers = clients and the server that accepts connections). To identify which node receives the RPC call, Godot will use its [NodePath] (make sure node names are the same on all peers). Also, take a look at the high-level networking tutorial and corresponding demos. </description> <tutorials> - <link title="Nodes and scenes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/nodes_and_scenes.htmltml</link> + <link title="Nodes and scenes">$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html</link> <link title="All Demos">https://github.com/godotengine/godot-demo-projects/</link> </tutorials> <methods> |
