Age | Commit message (Collapse) | Author |
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Sender network id is now set to local network id for local rpc calls.
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This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
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`ZSTD_DCtx_setMaxWindowSize` is still part of the experimental API
(thus unexposed in the shared library). Upstream examples seem to
use `ZSTD_d_windowLogSize` instead, so it's probably what we should
use too.
Fixes #17374.
Distro packagers can now unbundle Zstd.
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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This reverts commit 95ad747deaa474b30c04b01f60634f2be9a5ea18.
It introduced regressions, see #27655.
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Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.
The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.
Fixes #26135.
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_can_call_mode used to call is_network_master/get_network_master
internally.
This would reset any potential last error set via ERR_EXPLAIN,
preventing it from being displayed correctly.
_can_call_mode now expects the node master ID to be passed instead.
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And remove 2 warnings from warnings=extra.
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Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.
Break ABI compatibaility (API compatibility for GDNative).
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Add doc about allow_object_decoding in PacketPeer
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In a very unintuitive move encode needed false to encode an object,
decode needed true to decode it.
They now need the same value: `true`.
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Fix parameterised macros in core. Addresses #25488
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-Ensure resource previewer does not start until first import is done
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Fix -Wsuggest-attribute=format warnings.
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Fix -Wsign-compare warnings.
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Also cleanup after 01a3dd3.
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I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
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-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
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fixes #18801
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Fixes #25316.
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We need to consume the trailer part and final CRLF after last chunk
as per RFC 7230 section 4.1:
```
chunked-body = *chunk
last-chunk
trailer-part
CRLF
```
We do not return the trailer part, just consume it allowing following
requests to work as expected when using keep alive.
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This adds the saves the programmer of doing something like SWAP(x++, y--)
and getting the wrong result unless the parameters are evaluated
before use.
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This removes editor errors saying cycles existed when the thumbnailer was running.
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Also drop some unused files.
Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`
Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
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Change EditorFileSystem to not use directory modification times on FAT32, fixes #20946
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A GDScript call to:
`multiplayer.network_peer.some_prop = true`
seems to transalte to:
```
var temp = multiplayer.network_peer
temp.some_prop = true
multiplayer.network_peer = temp
```
Which caused the MultiplayerAPI to be resetted.
The call to set_network_peer is now ignored if the peer that's beeing
set is the same as the currently set one.
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rpc_sender_id is now correctly initialized to 0 so get_rpc_sender_id()
work reliably even if called before receiving any RPC.
root_node is initialized to NULL (fix crashes when incorrectly using the
MultiplayerAPI).
clear function now resets the packet cache size to free more memory when
not running.
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Happy new year to the wonderful Godot community!
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Added basic support for custom resource savers and loaders
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Also never return null for is_ipv4 to avoid crashes due to engine bug.
(better to get an error and a broken socket then seeing your game crash)
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