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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-08-31 15:32:19 +0200 |
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committer | GitHub <noreply@github.com> | 2020-08-31 15:32:19 +0200 |
commit | 0b4a325ddc2614f1c17a7873bf13f8bbdc3d3a95 (patch) | |
tree | 5cc6adf4fc52404b2d97ec3577481949018044f3 /doc/classes/Node.xml | |
parent | 37443bf04d212b19d339e6197ab45fb0c4724fac (diff) | |
parent | c4903a603b819c6389f3a3a8a542be03a3a46aec (diff) |
Merge pull request #41048 from Calinou/doc-add-link-titles
Add link titles for all links in the 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 d31e336ea3..eeb8dc072c 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 [NetworkedMultiplayerENet]), 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>https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link> + <link title="Scenes and nodes">https://docs.godotengine.org/en/latest/getting_started/step_by_step/scenes_and_nodes.html</link> </tutorials> <methods> <method name="_enter_tree" qualifiers="virtual"> |