Age | Commit message (Collapse) | Author |
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Fix Mono compilation on Windows/Ming
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(cherry picked from commit 83140541dc91c29a288d7dd71044780b50b2cc4b)
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likely many others
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Context Menu Improvements
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fixed uninitialised variable that was causing menu crash.
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Sorry for the history pollution. I was testing something on this branch
and forgot to reset befor pushing the security update.
This reverts commit 2ef66def4615594b87340aed2b02adf2204c74c2.
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Yesterday, when playing around with my network code, I realized there is
a security issue in decode_variant, at least when decoding PoolArrays.
Basically, the size of the PoolArray is encoded in a uint32_t, when
decoding it, that value is cast to int when comparing if the packet is
actually that size causing numbers with MSB=1 to be interpreted as
negative thus always passing the check. That same value though, is used
as uint32_t again to resize the output vector. For this reason, sending
a malformed packet with declared type PoolByteArray and size of 2^31(+x)
causes the engine to try to allocate 2+GB of pool memory, causing the
engine to crash.
(cherry picked from commit 5262d1bbcc81a06db66ac45c3f75535f231268bc)
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pressed."
This reverts commit 0ae400f523b0e4aefc9cdbea5195a54e6e8268df.
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fix windows build using python 3.7
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fixes NameError (missing "subprocess_main" and "basestring")
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Added a method to find the index for a surface with a given name
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mbedtls: Update to upstream version 2.12.0
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glad: Sync with upstream 0.1.25
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libpng: Update to upstream version 1.6.35
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Fix layer 2-line tooltips used as name in inspector
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_WIN32_WINNT redefinition fix is no longer needed as it was merged
upstream. PR 1453 is still not merged, diff updated to current state.
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Add "editor" and "standalone" feature tags
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Fixes #20288.
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Visualscript: Carry property hint and hint string through to Visualscript virtual funcs
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Fixed shortcuts not working with InputEventActions
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Running builder (content generator) functions in subprocesses on Windows
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Tweak AppStream metadata and add MIME type integration
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This allows Godot to be registered as an application to open
Godot project files.
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Visualscript: misc generic search changes
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- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
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Visualscript: Don't type guess on nil and set default type to ""
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[mono] Generic Typed GetNode, GetChild, etc.
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Fixed nativescript getter and setter logic
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Fix PhysicsBody build with deprecated=no
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add initial GLES2 3D renderer
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Fixes #20483.
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bit. Closes #14387
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Reenabled module and fixed missing const
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Fix of AudioRecordingEffect property
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For debug purposes the boolean whether the recording is active or not were an editor property.
It has been removed to avoid users leaving it on true on close, causing it to be saved in the default_bus_layout
It was also renamed to better describe its functionality
related to issue: 20487
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Main: Fix --check-only option implemented as paired
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Make the caret thicker in TextEdit and scale it with the editor scale
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