Age | Commit message (Collapse) | Author |
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Also changed all relevant properties defined manually to StringName.
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objects and made them default.
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Update
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Fix Ref(Variant) constructor to properly check the object type
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Otherwise it was saving any reference as valid, regardless of type.
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This reverts commit 8312ead0d99cfc308f2f7635bae3da6bf0ff5489.
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DTLS support + optional ENet encryption
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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Custom instance implementation via the mbedtls module.
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This is a temporary hack until vnen and reduz can work on a proper fix.
The changes in 867d073b98344b848c96012418912a7e72841a31 exposed a
GDScript issue, which apparently triggers an automatic unreferencing.
This hack only makes it possible to use the editor again, but GDScript
is still broken.
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UDP sockets can be "connected" to filter packets from a specific source.
In case of a bound socket (e.g. server), a new socket can be created on
the same address/port that will receive all packets that are not
filtered by a more specific socket (e.g. the previously connect socket).
This way, a UDPServer can listen to new packets, and return a new
PacketPeerUDP when receiving one, knowing that is a "new client".
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It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.
Closes #8770.
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Fixes some memory leaks
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Remove obsolete GLES3 backend
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Remove deprecated PacketPeer allow_object_decoding
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Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
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It was added for 3.2 in #27485 to preserve backwards compatibility,
but we can now remove it.
It is still needed in MultiplayerAPI as it's the only way to control
it for the internal put_var calls.
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Those keywords were deprecated for 3.1 in #22087.
Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
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Remove deprecated decimals builtin
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32 bits.
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Replaced by 'step_decimals' in 3.2 via #21425.
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- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.
This work has been kindly sponsored by IMVU.
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It was marked to be removed in Godot 3.1.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Fixes crash when resource file is corrupted
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- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
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limiter.
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Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356.
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- Replace unintended `%` with `&`
- `get_owned_list()`: make thread-safe and fix logic
- Apply same logic fix to the destructor
Previously, the determination of owned RIDs was wrong. For instance, it could skip owned items or include duplicates in the list.
Avoids the engine crashing at exit.
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Those missing unlocks were preventing the editor from starting.
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Initial Vulkan support for macOS (MoltenVK) and Windows
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Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
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Also, optimized shader compilation to happen on threads.
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