Age | Commit message (Collapse) | Author |
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These methods were broken by 22419082d9bedbc9dc060ea5784bb0871f8710a3
5 years ago and nobody complained, so maybe they're not so useful...
But at least this should restore them to a working state.
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Also remove now unused "--no-window" option, and relative OS getter and
setter.
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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Fix memfree parameter name
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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Also MIDIMessage
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Add a Time singleton
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File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
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The error check was added for `FileAccessUnix` but it's not an error when both
`p_src` and `p_length` are zero.
Added correct error checks to all implementations to prevent the actual
erroneous case: `p_src` is nullptr but `p_length > 0` (risk of null pointer
indexing).
Fixes #33564.
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Rename File's `endian_swap` to `big_endian`
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This new name is more consistent with ResourceSaver and StreamPeer.
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This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes #44363.
Fixes godotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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InputEventWithModifiers properties/methods
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We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
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This allows the terminal output to be suppressed but still be captured
by print/error handlers.
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FileDialog: add Back/Forward buttons, add message for inaccessible folders.
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fix #47071
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Add parameter checks to FileAccess get_buffer functions
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fix #46540
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API.
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Add descriptive error message when trying to access a dir fails
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SceneTree.quit(<exit_code>) should be used instead
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Move tablet driver API from OS to DisplayServer
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- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
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- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
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1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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