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authorFabio Alessandrelli2018-05-08 11:33:25 +0200
committerFabio Alessandrelli2018-05-08 21:15:50 +0200
commitcbb744c4e09c44cd44ab4a21bc3a814c0913f6fe (patch)
tree9358d20dfb97025dc6a2428f5f35f9b559535f56 /doc/classes/SceneTree.xml
parente391b493d5630d90e7e41c142900dc65ebb438bd (diff)
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-rw-r--r--doc/classes/SceneTree.xml3
1 files changed, 2 insertions, 1 deletions
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index dec0cbbcc..55063bbe2 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -266,7 +266,8 @@
<member name="edited_scene_root" type="Node" setter="set_edited_scene_root" getter="get_edited_scene_root">
The root of the edited scene.
</member>
- <member name="multiplayer_api" type="MultiplayerAPI" setter="set_multiplayer_api" getter="get_multiplayer_api">
+ <member name="multiplayer" type="MultiplayerAPI" setter="set_multiplayer" getter="get_multiplayer">
+ The default [MultiplayerAPI] instance for this SceneTree.
</member>
<member name="network_peer" type="NetworkedMultiplayerPeer" setter="set_network_peer" getter="get_network_peer">
The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the SceneTree will become a network server (check with [method is_network_server()]) and will set root node's network mode to master (see NETWORK_MODE_* constants in [Node]), or it will become a regular peer with root node set to slave. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to SceneTree's signals.