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2022-01-06Rename Variant enum members in resource_format_binary.cppAaron Franke
2022-01-06Merge pull request #56224 from Calinou/variant-rename-packed-array-constantsRémi Verschelde
2022-01-06Fix multiple missing UTF-8 decoding.bruvzg
2022-01-06Merge pull request #53434 from Faless/io/4.x_file_access_compressedRémi Verschelde
[File] Fix FileAccessCompressed::get_buffer return value.
2022-01-04Merge pull request #56331 from Cnidarias/large_http_downloadsFabio Alessandrelli
Fix http limitation for large "content-length"
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-30Fix http limitation for large "content-length"Cnidarias
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`
2021-12-24Rename Variant Packed*Array constants for consistencyHugo Locurcio
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).
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-06Merge pull request #47257 from timothyqiu/http-client-proxyRémi Verschelde
2021-11-26Fix console colors on WindowsYuri Roubinsky
2021-11-24Project feature warning systemAaron Franke
2021-11-24Adds proxy support for HTTPClientHaoyu Qiu
Also fixed a potential infinite loop when connecting to server.
2021-11-23Image Use memcpy() in fill(), fill_rect(), _put_pixelb(), _get_pixelb()kleonc
Co-authored-by: Lightning_A <aaronjrecord@gmail.com>
2021-11-23Add Image::fill_rect methodkleonc
2021-11-21Fix crash when executing PackedDataContainer._iter_initHaoyu Qiu
2021-11-17Fix divide by zero in pck_packerPaulb23
2021-11-14Add path to functions that return iporter optionsreduz
-Allows displaying custom options for specific file format variants -Added support for scene format import to retrieve custom options This PR is necessary for #54886 to be implemented properly.
2021-11-11String: Remove `erase` method, bindings can't mutate StringRémi Verschelde
2021-11-04Add is_built_in() method to Resourcekobewi
2021-10-28clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-25Fixed implicit conversion of uint32_t to uint8_t in `image`Anton Christoffersson
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-19Merge pull request #52940 from groud/toast_notificationRémi Verschelde
2021-10-14Add a name to TileSet sourcesGilles Roudière
2021-10-14Implement toast notifications in the editorGilles Roudière
2021-10-12Fix some LGTM errors of "Multiplication result converted to larger type"Aaron Franke
2021-10-05Merge pull request #52711 from m4gr3d/provide_getter_for_project_data_dir_masterRémi Verschelde
2021-10-05[File] Fix FileAccessCompressed::get_buffer return value.Fabio Alessandrelli
It used to return the write index instead of the written bytes (i.e. index + 1) when reading until last block.
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-29Use functions defined in the their classes.Anilforextra
2021-09-28Merge pull request #52481 from Faless/net/4.x_native_peersFabio Alessandrelli
[Net] Extension system for network peers, webrtc.
2021-09-27Parse UTF-8 when getting path from resource UIDHaoyu Qiu
2021-09-24[Net] StreamPeer GDExtension.Fabio Alessandrelli
2021-09-24[Net] Enable PacketPeer native extensions.Fabio Alessandrelli
2021-09-15Provide a getter for the project data directory.ne0fhyk
2021-09-07[Net] Move multiplayer to core subdir, split RPCManager.Fabio Alessandrelli
Move multiplayer classes to "core/multiplayer" subdir. Move the RPCConfig and enums (TransferMode, RPCMode) to a separate file (multiplayer.h), and bind them to the global namespace. Move the RPC handling code to its own class (RPCManager). Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-02Fix _send_default_spawn_default function sending zero lengthSaracenOne
PackedByteArray when deriving from a single PackedByteArray state variant.
2021-08-30Merge pull request #52240 from Rubonnek/rename-rel-pathJuan Linietsky
Rename `String::is_rel_path` to `String::is_relative_path`
2021-08-30Try other resolved IPs if one fails to connectHaoyu Qiu
2021-08-29Rename String::is_rel_path to String::is_relative_pathWilson E. Alvarez
2021-08-30[Net] Rename RPC "puppet" to "auth" (authority). Drop "master".Fabio Alessandrelli
This commit completely removes the RPC_MODE_MASTER ("master" keyword), and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword). This commit also renames the "Node.[get|set]_network_master" methods to "Node.[get|set]_network_authority". This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY. RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by any puppet peer on the master, while RPC_MODE_PUPPET meant that it would be callable by the master on any puppet. Beside proving to be very confusing to the user (referring to where it could be called instead of who can call it) the RPC_MODE_MASTER is quite useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with the exception that the network master cannot. While this could be useful to check in some case, in such a function you would anyway need to check in code who is the caller via get_rpc_sender_id(), so adding the check there for those rare cases does not warrants a dedicated mode.
2021-08-30Merge pull request #51788 from Faless/mp/4.x_replicator_syncFabio Alessandrelli
[Net] MultiplayerReplicator state sync.
2021-08-28Quote and escape ConfigFile keys when necessaryHaoyu Qiu
2021-08-26Data structure optimizations as per review.Fabio Alessandrelli
2021-08-24Implement error return documetationreduz
Adds ability to add error return documetation to the binder and class reference. Usage example: ```C++ void MyClass::_bind_method() { [..] BIND_METHOD_ERR_RETURN_DOC("load", ERR_FILE_CANT_OPEN, ERR_FILE_UNRECOGNIZED); } ``` One function of ConfigFile was changed as example.
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-18[Net] Add state sync to replicator.Fabio Alessandrelli
Like the spawn/despawn feature, it can be completely overridden with 2 custom callables. The callables will be called with the list of tracked objects. In SERVER mode, objects are automatically tracked, while in CUSTOM mode you can manually track them via `track`/`untrack` (but that's optional). The default sync only happens from server to client, with batch updates, over unreliable channel (but with custom ordering). The default sync will warn you, if your state representation gets too big.
2021-08-18[Net] MultiplayerReplicator with initial state.Fabio Alessandrelli
Move the former "spawnables" functions to a dedicated MultiplayerReplicator class. Support custom overrides in replicator. Spawn/despawn messages can now contain a state. The state can be automatically encoded/decoded by passing the desired object properties to `spawnable_config`. You can use script properties to optimize the state representation. 2 Callables can be also specified to completely override the default implementation for sending and receiving the spawn/despawn event. (9 bytes overhead, and there's room for improvement here). When using a custom implementation `spawn` and `despawn` can be called with any Object, `send_spawn`/`send_despawn` can receive any Variant as a state, and the path is not required. Two new functions, `spawn` and `despawn`, convey the implementation independent method for requesting a spawn/despawn of an Object, while `send_spawn` and `send_despawn` represent the more low-level send event for a Variant to be used by the custom implementations.
2021-08-12Resource: Remove unused `_use_builtin_script()` virtual methodRémi Verschelde
And another piece of dead code found while searching for "use_builtin".