Age | Commit message (Collapse) | Author |
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enh: Add FLAG_NONE to SaverFlags in ResourceSaver to fix api inconsistency
fix: flags parameter of ResourceSaver::save is now uint32_t to allow flag composition in scripts
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Previously, only one line per 100 files was printed.
This also refactors the print statement to use Godot methods and
make it more informative overall.
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Fix loading of binary resources with 64-bit floats
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Add missing flag when encode_variant writes math types with doubles
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Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
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* Reuse was not setting the internal index.
* Supersedes #52599, without re-reading all properties.
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Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
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This was changed in #56943 to allow adding new importers from plugins that
take precedence over built-in ones, but this should be opt-in, not the default
behavior.
Fixes #57730.
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Make add_importer and add_post_importer_plugin override existing importers.
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Faster CVTT by lowering default quality
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Now correctly erases old instances.
The code will likely need overhaul anyway to be usable.
It doesn't apply to editor runs, there's a bunch of inconsistencies on
how to clients are handled, and I don't really understand why multiple
instances are created for a single client/server.
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Make BC6 and BC7 CVTT faster while still having better quality than DXT5.
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String: Add contains().
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HTTPClientJavaScript already supports non-blocking requests.
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Verify custom HTTP headers, fix off by one error
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Use clear() instead of resize(0).
Use has() instead of "find(p_val) != -1".
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First, we should not insert into cache if the hostname resolution has
failed (as it might be a temporary internet issue), second, the async
resolver should also properly insert into cache.
Took the chance to remove some duplicate code with critical section in
it at the cost of little performance when calling the blocking
resolve_hostname function.
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Allow method binds to take Object subclasses as arguments
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This commit adds a condition to VariantCaster that casts Variants of type OBJECT to any type T, if T is derived from Object.
This change enables a fair bit of code cleanup. First, the Variant implicit cast operators for Node and Control can be removed, which allows for some invalid includes to be removed. Second, helper methods in Tree whose sole purpose was to cast arguments to TreeItem * are no longer necessary.
A few small changes also had to be made to other files, due to the changes cascading down all the includes.
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Remove unnecessary locale length checks.
Add "C" -> "en" locale remap.
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Enforce mult-of-4 requirements on etcpak input.
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Parsing was fixed, but not the return value for the exposed getter.
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These are not used consistently and some can conflict with
system-specific defines. While here, also delete some unused macros.
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Use separate language, script and country lists.
Add locale selection dialog and property hint.
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On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
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[File] Fix FileAccessCompressed::get_buffer return value.
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Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.
`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
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Fix http limitation for large "content-length"
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Happy new year to the wonderful Godot community!
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When a request was issued to a server that returned "content-length" header
whose value was greater than that of an "int" we ran into overflow
problems. The fix for this was rather simple by increasing the data
type to `int64_t`
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All arrays are now prefixed with `PACKED_` to distinguish them from
GDScript's generic typed arrays.
`RAW_ARRAY` is now `PACKED_BYTE_ARRAY` (RawArray was the name of
PackedByteArray back in Godot 2.x).
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