Age | Commit message (Collapse) | Author |
|
|
|
|
|
Godot 3.3 and later require Visual Studio 2017 to be compiled.
|
|
|
|
This is a fix for https://github.com/godotengine/godot/issues/52048
|
|
We're using the standard library in many core classes by now so
this code path no longer makes sense.
|
|
Fixes undefined behavior, and fixes the logic for negative powers of ten.
Fixes #51764.
Adds tests to validate the changes and prevent regressions.
Adds docs for `String.num`.
|
|
Add new inline functions to check if a character is lowercase or uppercase.
Remove unused upper case macro.
|
|
|
|
|
|
String::format leave passed values untouched
|
|
Method from `String`
|
|
fix url parsing with port numbers
|
|
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).
For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
|
|
Rename `String.is_abs_path()` to `String.is_absolute_path()`
|
|
String.get_slice_count is always at least 1 or 2 for bases with a port number.
Before this change the following URL would return ERR_INVALID_PARAMETER ```ws://127.0.0.1:8000/test```
|
|
If the passed value or key contains double quotation marks it will no
longer get removed.
|
|
This is more consistent with `NodePath.is_absolute()`.
|
|
Fixes #34541
Renamed MAX_DIGITS to MAX_DECIMALS, since it only changes the
amount of digits after the decimal point.
Increased MAX_DECIMALS to 32, and made String::num use
MAX_DECIMALS consistently. If -1 is passed as
decimal precision to String::num, it now gets changed to
the correct precision based on the number's magnitude,
instead of using printf default(which is 6)
String::num_real also calculates the correct precision now.
Also made the types used in floating-point math more
consistent in a few places.
|
|
|
|
|
|
[Net] Implement String::parse_url for parsing URLs.
|
|
drive names as UTF-8 encoded.
|
|
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.
|
|
Splits the URL into (scheme, host, port, path).
Supports both literal IPv4 and IPv6.
Strip credentials when present (e.g. http://user:pass@example.com/).
Use that function in both HTTPRequest and WebSocketClient.
|
|
fix wrong encoding format in uri_encode
|
|
|
|
Does the same internally for List and Vector<>, which includes all
PackedArray types.
|
|
|
|
Relaxes node name sanitization in gltf documents.
|
|
|
|
* Add support for decimal numeric entities to String::xml_unescape
* Add more error checks to String::xml_unescape
* Refactor XMLParser to use String::xml_unescape instead of an internal
implementation
|
|
|
|
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
|
|
Also add BinToInt to C#
|
|
Type consistencies in core
|
|
|
|
|
|
|
|
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 🎆
|
|
|
|
directories on Windows.
|
|
TextServer.
|
|
|
|
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|