mirror of https://github.com/godotengine/godot
Implemented using MultiplayerSynchronizers. If you didn't use the synchronizer visibility features, nothing changes. If you were using visibility, RPCs to broadcast should now behave as expected in most configurations (i.e. by sending the RPC to _visible_ peers). If you want to limit the visibility of RPCs for a node, add a synchronizer for it, and configure the visibility via "set_visibility_for" or by adding a visibility filter. |
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|---|---|---|
| .. | ||
| doc_classes | ||
| editor | ||
| SCsub | ||
| config.py | ||
| multiplayer_debugger.cpp | ||
| multiplayer_debugger.h | ||
| multiplayer_spawner.cpp | ||
| multiplayer_spawner.h | ||
| multiplayer_synchronizer.cpp | ||
| multiplayer_synchronizer.h | ||
| register_types.cpp | ||
| register_types.h | ||
| scene_cache_interface.cpp | ||
| scene_cache_interface.h | ||
| scene_multiplayer.cpp | ||
| scene_multiplayer.h | ||
| scene_replication_config.cpp | ||
| scene_replication_config.h | ||
| scene_replication_interface.cpp | ||
| scene_replication_interface.h | ||
| scene_rpc_interface.cpp | ||
| scene_rpc_interface.h | ||