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Ensure RID, Callable, and Signal are stored as strings
Prevents parser errors in `.tscn` and `.tres` files where the assignment would otherwise be empty.
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@@ -47,7 +47,7 @@
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</method>
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</methods>
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<members>
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<member name="spawn_function" type="Callable" setter="set_spawn_function" getter="get_spawn_function">
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<member name="spawn_function" type="Callable" setter="set_spawn_function" getter="get_spawn_function" default="Callable()">
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Method called on all peers when for every custom [method spawn] requested by the authority. Will receive the [code]data[/code] parameter, and should return a [Node] that is not in the scene tree.
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[b]Note:[/b] The returned node should [b]not[/b] be added to the scene with [method Node.add_child]. This is done automatically.
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</member>
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@@ -64,7 +64,7 @@
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If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of object during RPCs.
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[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threat such as remote code execution.
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</member>
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<member name="auth_callback" type="Callable" setter="set_auth_callback" getter="get_auth_callback">
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<member name="auth_callback" type="Callable" setter="set_auth_callback" getter="get_auth_callback" default="Callable()">
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The callback to execute when when receiving authentication data sent via [method send_auth]. If the [Callable] is empty (default), peers will be automatically accepted as soon as they connect.
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</member>
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<member name="auth_timeout" type="float" setter="set_auth_timeout" getter="get_auth_timeout" default="3.0">
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