follower
1b0021662f
Fix inline code formatting that used "" not "`".
...
Restructured text uses double back-ticks to indicate inline monospace code formatting (a.k.a "verbatim").
(via <https://thomas-cokelaer.info/tutorials/sphinx/rest_syntax.html#inline-markup-and-special-characters-e-g-bold-italic-verbatim >)
Without this change the text is rendered as italic rather than monospaced on the [docs site](https://godot.readthedocs.io/en/3.2/tutorials/networking/high_level_multiplayer.html ).
2020-02-14 00:57:48 +13:00
follower
74ec3b46ca
Add mono-space code formatting in text.
2020-02-13 22:33:14 +13:00
Enhex
a819cb9d45
fixed variable name
2019-12-27 21:33:21 +02:00
PouleyKetchoupp
854185495c
Fixed code tags for true/false/null and a few property references
2019-11-02 13:09:14 +01:00
Fabio Alessandrelli
d5e498ed0c
Use p2p in high level multiplayer player exchange.
...
We used to broadcast player info on connect and have the server relay it
to other clients.
With this approach, each peer (including server) sends its own info once
to other peers as soon as they connects.
When a new player connects, it is notified of all the already connected
peers by the `network_peer_connected` signal.
Any already connected peer is also notified of the newly connected peer
by the same signal.
2019-07-10 11:54:54 +02:00
zEh-
9410d71a80
fix: there is get_network_peer on SceneTree
2019-04-24 14:54:47 +02:00
Fabio Alessandrelli
2dcaaf5666
Fix High Level Multiplayer tutorial listing.
...
Was not properly setting the network_master for remote peers, only for
the local one, causing the clients to go out of sync
2019-01-25 10:47:08 +01:00
corrigentia
ebd232d45d
Tweak high_level_multiplayer
...
Fix punctuation and grammar in high_level_multiplayer. Distinguish between function and method; ensure consistency.
2019-01-15 14:27:07 +02:00
Rémi Verschelde
a1af0dfc13
Adapt tutorial hyperlinks after godotengine/godot#24640
2019-01-07 11:43:18 +01:00
Rémi Verschelde
4ef06a4135
Removing trailing whitespace
...
With `sed -i $(rg -l '[[:blank:]]*$' -g'!classes') -e 's/[[:blank:]]*$//g'`
2018-11-20 11:08:34 +01:00
Rémi Verschelde
a0e32ac017
Fix mixed use of tabs and spaces in indented blocks
...
4-space is our convention for indented blocks and should be used consistently.
The only exception is for C++ code which is tab-indented, as the engine code.
2018-11-20 11:02:11 +01:00
Michael Alexsander Silva Dias
4ba009ae41
Fix incorrectly formatted note in "GDNative C++ example" page
2018-09-16 17:33:01 -03:00
Rémi Verschelde
acfd853ad4
Networking: Replace sync and slave keywords by their 3.1 equivalents
2018-09-15 03:19:52 +02:00
Gwilym Kuiper
b1fea15d4c
Correct API mention is_networking_server -> is_network_server
2018-06-03 16:52:59 +01:00
mhilbrunner
f215a0cf26
Proofing/review: Remove filler words, adhere to style guide
2018-05-06 05:23:37 +02:00
Michael Alexsander Silva Dias
23cb08ce0a
Fixes for the GDScript styling in various pages.
2018-02-05 20:12:52 -02:00
mhilbrunner
97fa2606fb
High-level networking: Add docs on get_rpc_sender_id()
2018-02-01 02:32:42 +01:00
Nathan
18f889b6a4
Improve docs structure
...
Change Step by Step in Getting Started
Remove Engine Features category, move into a new Tutorials top-level section
2018-01-25 08:54:27 +01:00
eska
7ae9124ae0
Fix high level multiplayer article
2016-08-22 04:40:43 +02:00
Juan Linietsky
c10701571f
Update high_level_multiplayer.rst
2016-08-21 17:58:01 -03:00
Juan Linietsky
8a14f0e89d
Update high_level_multiplayer.rst
2016-08-21 17:48:36 -03:00
Juan Linietsky
afaf852f96
Update high_level_multiplayer.rst
2016-08-21 16:54:25 -03:00
Juan Linietsky
60c1fcf059
Update high_level_multiplayer.rst
2016-08-21 16:51:58 -03:00
Juan Linietsky
57d6c0cd2e
Create high_level_multiplayer.rst
2016-08-21 16:17:59 -03:00