Age | Commit message (Collapse) | Author |
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Re-bind posmod, use int64_t instead of int
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Add RPC support to Callable
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Fixes #48420, fixes #48421.
The binding was missed when moving GDScript built-in to Global Scope it seems.
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
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Add Enter as alternate key to complete code
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-Up to each scripting language to implement this
-If not supported for the function, it will just error when you try to call
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This returns a double while the other values are all uint64_t. The
clang compiler gives a warning since converting the constant to double
loses precision.
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Don't allow to use in bit shift negative operands
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[Net] Implement String::parse_url for parsing URLs.
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Implement Particle Trails
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-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
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drive names as UTF-8 encoded.
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Add fill method to Arrays and PackedArrays
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There seemed to be a bug in area calculation in Face3::get_area()-function. It returned the area of "imaginary" parallelogram instead of the triangle. Therefore the area returned was twice the real area. This manifested itself when using a hydro module for godot ( https://gitlab.com/ringtechsolutions/godot-tools/hydro/hydro ) causing the buoyancy to be two times the expected value.
"Reference": http://www.maths.usyd.edu.au/u/MOW/vectors/vectors-11/v-11-7.html
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Core: Drop custom `copymem`/`zeromem` defines
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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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The current code style guidelines forbid the use of `auto`.
Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
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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.
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Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
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Fixes #48100.
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GDScript: Use special stack space for temporaries to reduce type changes
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- For now everything imports multithreaded by default (should work I guess, let's test).
- Controllable per importer
Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads:
Importing goes down from 46 to 7 seconds.
For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
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Print suggestions when requesting a nonexistent InputMap action
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Co-authored-by: Marc Gilleron <marc.gilleron@gmail.com>
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Make calls faster with the caveat that the caller needs to make sure
that the return value type is already correct.
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Fix `Color::get_{r,g,b,a}8`
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Add marshalling to PackedByteArray
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fix wrong encoding format in uri_encode
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-Decode/Encode functions for u8,s8,u16,s16,u32,s32,u64,s64,half,float,double,variant
-Improved binder template to allow this
Given in Godot 4.0 PackedByteArray is passed as reference, it is now possible to have these functions there, which makes the most sense.
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Closes #47022.
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Since loading the config might use the resource path, it needs to be
set before that happens.
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Synced with gabomdq/SDL_GameControllerDB@01dce71403e93eb699cc156f3237725863f0105a.
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This allows the terminal output to be suppressed but still be captured
by print/error handlers.
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