Age | Commit message (Collapse) | Author |
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Remove a cross include from a_star.cpp
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* Vector2i and Vector3i mul/div by a float results in Vector2 and Vector3 respectively.
* Create specializations to allow proper bindings.
This fixes #44408 and supersedes #44441 and keeps the same rule of int <op> float returnig float, like with scalars.
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Make add_importer and add_post_importer_plugin override existing importers.
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[Net] Move RPC, Node cache out of MultiplayerAPI.
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Add fflush to error macros
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CRASH_NOW macros would previously crash before outputting any error messages. This PR ensures calling fflush for stdout before terminating.
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* Implementing this function efficiently is not really possible.
* Replaced by an option to get all RIDs into a buffer for performance.
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Faster CVTT by lowering default quality
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Fix Expression's parsing of positive exponent literals
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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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Now uses two interfaces so it can be overridden in the future, and
core no longer depends on Node.
The interfaces are implements in scene/multiplayer.
Replaces root_node with root_path.
Remove all Node references from MultiplayerAPI.
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Make BC6 and BC7 CVTT faster while still having better quality than DXT5.
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Some were declared as structs (public by default) and others as classes
(private by default) but in practice all these math types exposed as
Variants are all 100% public.
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Also reduce interdependencies and clean up a bit.
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Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).
New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.
New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
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And take the opportunity to improve interdependencies a bit with forward
declares where possible.
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fixed formatting
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String: Add contains().
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[GDExtension] Fix registration of functions with enum or native pointer return type.
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return type.
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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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Fix high CPU usage on MacOS by reverting the polling for Network
debugging to match 144hz refresh rate.
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Use clear() instead of resize(0).
Use has() instead of "find(p_val) != -1".
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Clarify expand documentation
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scripts and expressions.
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`run_on_separate_thread` is more explicit.
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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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