Sync classref with current source

Changes order of brief/long descriptions and removes category
as per godotengine/godot#35132.
This commit is contained in:
Rémi Verschelde
2020-01-15 00:51:47 +01:00
parent 251518c54d
commit 2b4319bc29
654 changed files with 5953 additions and 8315 deletions

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@@ -11,13 +11,17 @@ MultiplayerAPI
**Inherits:** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
High-level multiplayer API.
Description
-----------
This class implements most of the logic behind the high-level multiplayer API.
By default, :ref:`SceneTree<class_SceneTree>` has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the :ref:`Node.custom_multiplayer<class_Node_property_custom_multiplayer>` property, effectively allowing to run both client and server in the same scene.
Properties
----------
@@ -144,15 +148,6 @@ enum **RPCMode**:
- **RPC_MODE_PUPPETSYNC** = **6** --- Behave like :ref:`RPC_MODE_PUPPET<class_MultiplayerAPI_constant_RPC_MODE_PUPPET>` but also make the call or property change locally. Analogous to the ``puppetsync`` keyword.
Description
-----------
This class implements most of the logic behind the high-level multiplayer API.
By default, :ref:`SceneTree<class_SceneTree>` has a reference to this class that is used to provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.
It is possible to override the MultiplayerAPI instance used by specific Nodes by setting the :ref:`Node.custom_multiplayer<class_Node_property_custom_multiplayer>` property, effectively allowing to run both client and server in the same scene.
Property Descriptions
---------------------