mirror of https://github.com/godotengine/godot
Move the former "spawnables" functions to a dedicated MultiplayerReplicator class. Support custom overrides in replicator. Spawn/despawn messages can now contain a state. The state can be automatically encoded/decoded by passing the desired object properties to `spawnable_config`. You can use script properties to optimize the state representation. 2 Callables can be also specified to completely override the default implementation for sending and receiving the spawn/despawn event. (9 bytes overhead, and there's room for improvement here). When using a custom implementation `spawn` and `despawn` can be called with any Object, `send_spawn`/`send_despawn` can receive any Variant as a state, and the path is not required. Two new functions, `spawn` and `despawn`, convey the implementation independent method for requesting a spawn/despawn of an Object, while `send_spawn` and `send_despawn` represent the more low-level send event for a Variant to be used by the custom implementations. |
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| .. | ||
| SCsub | ||
| canvas_item.cpp | ||
| canvas_item.h | ||
| canvas_layer.cpp | ||
| canvas_layer.h | ||
| http_request.cpp | ||
| http_request.h | ||
| instance_placeholder.cpp | ||
| instance_placeholder.h | ||
| node.cpp | ||
| node.h | ||
| resource_preloader.cpp | ||
| resource_preloader.h | ||
| scene_tree.cpp | ||
| scene_tree.h | ||
| shader_globals_override.cpp | ||
| shader_globals_override.h | ||
| timer.cpp | ||
| timer.h | ||
| viewport.cpp | ||
| viewport.h | ||
| window.cpp | ||
| window.h | ||