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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2020-11-27 18:36:07 +0100
committerGitHub <noreply@github.com>2020-11-27 18:36:07 +0100
commit828d1ea59eb95edc840ca25de5f8c594fd9b584e (patch)
tree1439d615e7257964c8ab7e3046d60c926b469ce5 /doc
parentd395f7082876db14b592952eb91961a62d9bc604 (diff)
parentd4c4d2db4cfa64f347c70ca62e141678ff365b6c (diff)
Merge pull request #40136 from Jummit/multiplayer-root-node-getters
Add root_node as property of MultiplayerAPI
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/MultiplayerAPI.xml14
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">