Age | Commit message (Collapse) | Author |
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`PackedScene`s can be configured to be spawnable via a new
`MultiplayerAPI.spawnable_config` method.
They can be configured either to be spawned automatically when coming
from the server or to always require verification.
Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on
the remote peers.
When a peer receive a spawn request:
- If it comes from the server and the scene is configured as
`SPAWN_MODE_SERVER`:
- Spawn the scene (instantiate it, add it to tree).
- Emit signal `network_spawn`.
- Else:
- Emit signal `network_spawn_request`.
In a similar way, `despawn`s are handled automatically in
`SPAWN_MODE_SERVER`.
In `SPAWN_MODE_SERVER`, when a new client connects it will also receive,
from the server all the spawned (and not yet despawned) instances.
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Add pseudolocalization to Godot. (GSoC'21)
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The Transform::xform and xform_inv are made safe for Planes when using non-uniform scaling.
Optimization of calling sites to prevent loss of performance from the changes to xform(Plane).
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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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Tests: Improve coverage for `File::get_csv_line()`
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Add theme item descriptions to the online documentation
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Implement LSP didSave notification and rename request
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Adds a few more complex edge cases which are supported.
Also adds some documentation, simplifies the code a bit and forbids using
double quotes as a delimiter.
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[Net] Implement RPC channels in MultiplayerAPI.
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Also remove now unused "--no-window" option, and relative OS getter and
setter.
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Implemented initial DAP support
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Fix thread start with no user data when target has no default argument
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Fix binary resource loading and saving
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This seems to be a pretty old bug, older then originally reported (at
least under certain circumstances).
The IP singleton uses a resolve queue so developers can queue hostnames
for resolution in a separate while keeping the main thread unlocked
(address-resolution OS functions are blocking, and could block for a long
time in case of network disruption).
In most places though, the address resolution function was called with
the mutex locked, causing other functions (querying status, queueing
another hostname, ecc) to block until that resolution ended.
This commit ensures that all calls to OS address resolution are done
with the mutex unlocked.
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One was incorrectly reading the size (potentially causing out-of-buffer
read), the other also potentially causing out-of-buffer write during
encoding.
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Implemented "output" event
Refactored "seq" field generation
Prevent debugging when editor and client are in different projects
Removed unneeded references to peer on the parser
Refactored way to detect project path
Implemented "setBreakpoints" request
Fix double events when terminating from client
Refactored "stopped" event
Implemented "stopped" with breakpoint event
Implemented "stackTrace", "scopes" and "variables" request
Report incoming number of stack dump variables
Implemented proper reporting of scopes and variables from stack frames
Prevent editor from grabbing focus when a DAP session is active
Implemented "next" and "stepIn" requests
Implemented "Source" checksum computing
Switched expected errors from macros to silent guards
Refactored message_id
Respect client settings regarding lines/columns behavior
Refactored nested DAP fields
Implement reporting of "Members" and "Globals" scopes as well
Fix error messages not being shown, and improved wrong path message
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kleonc/astar-get_available_point_id-start-from-zero
Astar::get_available_point_id Return 0 instead of 1 when empty
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Remove obsolete `dectime` method
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Replaced by "move_toward"
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They could cause a segfault when parsing values with ID "Resource"
as apparently we never set a valid `func` for it.
Fixes crash part of #42115.
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Variants like dictionaries and arrays can have cyclic references, which
caused `encode_variant` to run an infinite recursion.
Instead of keeping a stack and looking for cyclic references which would
make serialization slower, this commit adds a `MAX_RECURSION_DEPTH`
constant to Variant, and have `encode_variant` keep track of the current
recursion depth, bailing when it's too high since this likely means a
cyclic reference has been encountered.
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Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs,
and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer)
and custom MultiplayerPeer implementations.
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Change Variant bool conversion to uint8_t
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This ensures more portable conversion since not every path assume bool
is 32-bits and there's no loss converting to 8-bits anyway.
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This should fix various issues where retrieving enum values from
scripting languages would result in corrupted values (where 32 bits
were valid, and the other 32 random data).
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Use Ref<T> references as iterators where relevant
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Use doubles for time everywhere in Timer/SceneTree
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And const when possible.
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Fix dead code in `gdnative_interface.cpp`
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This pull request fixes dead code found in `gdnative_interface.cpp`
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Follow-up typos 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 various typos
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