diff --git a/html/classutils_1_1GameRoot3D.html b/html/classutils_1_1GameRoot3D.html
index 43371fa..cb2360a 100644
--- a/html/classutils_1_1GameRoot3D.html
+++ b/html/classutils_1_1GameRoot3D.html
@@ -235,36 +235,30 @@ Private Attributes
Next available player ID.
Default is 1 because 0 is the "invalid" player id.
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diff --git a/html/game__root_8hpp_source.html b/html/game__root_8hpp_source.html
index 49cbf9e..3d7b0fd 100644
--- a/html/game__root_8hpp_source.html
+++ b/html/game__root_8hpp_source.html
@@ -175,65 +175,63 @@ $(document).ready(function(){initNavTree('game__root_8hpp_source.html',''); init
109 gd::Ref<gd::PackedScene> get_first_boot_level()
const;
110 void set_game_state_prototype(gd::Ref<GameState>
game_state);
111 gd::Ref<GameState> get_game_state_prototype()
const;
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- 132 gd::HashMap<uint32_t, gd::Pair<PlayerInput*, IPlayer*>>
players{};
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- 134 gd::RandomNumberGenerator
rng{};
- 135 gd::HashMap<gd::StringName, Level3D*>
levels{};
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+ 112 gd::RandomNumberGenerator &get_rng();
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+ 140 gd::HashMap<uint32_t, gd::Pair<PlayerInput*, IPlayer*>>
players{};
+ 145 gd::RandomNumberGenerator
rng{};
+ 151 gd::HashMap<gd::StringName, Level3D*>
levels{};
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Stores session-relevant data.
Definition game_mode.hpp:16
The root of a game.
Definition game_root.hpp:28
-void grab_singleton()
Attempt to make 'this' the current singleton instance.
Definition game_root.cpp:253
+void grab_singleton()
Attempt to make 'this' the current singleton instance.
Definition game_root.cpp:257
GameState * get_game_state() const
Get the current active game state.
Definition game_root.cpp:207
-gd::Vector< SpawnPoint3D * > spawn_points
all currently available spawn points.
Definition game_root.hpp:136
+gd::Vector< SpawnPoint3D * > spawn_points
All currently available spawn points.
Definition game_root.hpp:154
static bool has_singleton()
returns true if there is currently a singleton active for GameRoot
Definition game_root.cpp:35
void register_spawn_point(SpawnPoint3D *spawn_point)
Register a spawnpoint for use when spawning players.
Definition game_root.cpp:148
IPlayer * get_player(uint32_t id)
Get the player instance associated with id.
Definition game_root.cpp:215
-IPlayer * spawn_player(uint32_t id)
Spawn a player to be associated with id.
Definition game_root.cpp:279
+IPlayer * spawn_player(uint32_t id)
Spawn a player to be associated with id.
Definition game_root.cpp:283
void unload_all_levels()
Unload all currently loaded levels.
Definition game_root.cpp:135
void replace_levels(gd::Ref< gd::PackedScene > level)
Replace all currently loaded levels with a new level.
Definition game_root.cpp:143
-gd::RandomNumberGenerator rng
Global random number generator.
Definition game_root.hpp:134
-GameMode * game_mode
current active gamemode.
Definition game_root.hpp:137
-static bool is_valid_level(gd::Ref< gd::PackedScene > &level)
Check if a scene is a valid level.
Definition game_root.cpp:303
-gd::HashMap< gd::StringName, Level3D * > levels
all currently active levels identified by their resource paths.
Definition game_root.hpp:135
+gd::RandomNumberGenerator rng
Global random number generator.
Definition game_root.hpp:145
+GameMode * game_mode
Current active gamemode.
Definition game_root.hpp:160
+static bool is_valid_level(gd::Ref< gd::PackedScene > &level)
Check if a scene is a valid level.
Definition game_root.cpp:307
+gd::HashMap< gd::StringName, Level3D * > levels
All currently active levels.
Definition game_root.hpp:151
void player_input_connected()
Instantiate a new PlayerInput.
Definition game_root.cpp:53
bool initialize_player(IPlayer *player, uint32_t id)
Initialize and register a player instance.
Definition game_root.cpp:84
GameMode * get_game_mode() const
get the current active game mode.
Definition game_root.cpp:203
void remove_player(uint32_t player_id)
Force-disconnect a player.
Definition game_root.cpp:60
void set_game_mode(gd::Ref< gd::PackedScene > prototype)
Override the current gamemode.
Definition game_root.cpp:177
gd::HashMap< gd::StringName, Level3D * > & get_levels()
Returns all currently active levels.
Definition game_root.cpp:211
-uint32_t find_empty_player_slot() const
Find a Player Input device not yet associated with a player.
Definition game_root.cpp:270
-gd::Ref< gd::PackedScene > first_boot_level
The level to boot into on startup.
Definition game_root.hpp:144
+uint32_t find_empty_player_slot() const
Find a Player Input device not yet associated with a player.
Definition game_root.cpp:274
+gd::Ref< gd::PackedScene > first_boot_level
The level to boot into on startup.
Definition game_root.hpp:171
Level3D * load_level(gd::Ref< gd::PackedScene > level)
shorthand for load_level(level, Transform3D())
Definition game_root.cpp:102
-gd::HashMap< uint32_t, gd::Pair< PlayerInput *, IPlayer * > > players
all players by id by input device.
Definition game_root.hpp:132
+gd::HashMap< uint32_t, gd::Pair< PlayerInput *, IPlayer * > > players
All players by id by input device.
Definition game_root.hpp:140
static GameRoot3D * get_singleton()
get the current active singleton instance of GameRoot
Definition game_root.cpp:31
Level3D * load_level_at(gd::Ref< gd::PackedScene > level, gd::Transform3D at)
Load a level, only works if 'level' is a valid scene where the root Node can cast to 'Level3D'.
Definition game_root.cpp:106
-gd::Ref< GameState > game_state_prototype
The default game state data used for game_state if no save data is available.
Definition game_root.hpp:145
-void release_singleton()
Attempt to stop being the active singleton instance.
Definition game_root.cpp:262
+gd::Ref< GameState > game_state_prototype
The default game state data.
Definition game_root.hpp:177
+void release_singleton()
Attempt to stop being the active singleton instance.
Definition game_root.cpp:266
void reset_game_mode()
Un-set game mode.
Definition game_root.cpp:98
gd::Vector< IPlayer * > get_players()
Get all players in a list.
Definition game_root.cpp:219
-void level_unloaded(gd::StringName scene_path)
Callback for a level exiting the tree.
Definition game_root.cpp:299
-uint32_t next_player_id
Next available player ID.
Definition game_root.hpp:131
-gd::Ref< GameState > game_state
Active game state.
Definition game_root.hpp:142
+void level_unloaded(gd::StringName scene_path)
Callback for a level exiting the tree.
Definition game_root.cpp:303
+uint32_t next_player_id
Next available player ID.
Definition game_root.hpp:135
+gd::Ref< GameState > game_state
Active game state.
Definition game_root.hpp:166
Parent class for saved game state.
Definition game_state.hpp:11
Interface required for player nodes.
Definition player.hpp:19
3D level root to be used with GameRoot3D.
Definition level.hpp:14