Age | Commit message (Collapse) | Author |
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Implemented DirAccess get_drive and get_drive_count for Linux
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Fix unused variable warnings
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The forth in my quest to make Godot 3.x compile with -Werror on GCC7
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In #10973 I reset the state of the stream in get_pos() assuming that the
ftell failing would cause proper error checking. This is not how this
class was designed, however. This commit fixes the get_8() method to
not return unitialized data on eof, and removes the wrong error resets
added in #10973.
This fixes #11022
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Fix UNIX file open
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In #10973 I refactored FileAccessUnix::_open() but I accidentally made
it impossible to create new files.
This fixes that and fixes #10984
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Make UNIX file access more correct
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Another take at fixing symlinks
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Check for errors in the POSIX recommended ways.
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The second in my quest to make Godot 3.x compile with -Werror on GCC7
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Improve Mac/UNIX conformance/reliability
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- The Windows, UWP, Android (on Windows) and Linux builds are
tested with Scons 3.0 alpha using Python 3.
- OSX and iOS should hopefully work but are not tested since
I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
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For every UNIX-derived (Android, Linux, macOS, iOS) flavor, a global counter is atomically incremented on thread start. That id is kept as thread-local storage.
Therefore, thread ids are sequential numbers, trivially comparable. This improves the previous state of things, in which `pthread_t` were casted to `Thread::ID` and unportabily compared. Also big, ugly thread ids appeared.
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Implemented with `nanosleep()`. `usleep()` is deprecated.
Also loops to ensure that __at least__ the requested time is waited, accounting for spurious interruptions.
May help in situations like reattempting to connect to the debugger.
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Reworked change_dir to support symlinks
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Fixes #10244.
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When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
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-Added system for feature overrides, it's pretty cool :)
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(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
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Ignore non-IP addresses for both windows and unix
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
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... really.
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This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.
This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.
For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
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- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
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windows.h is a mess.
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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modified files)
-.pck and .zip exporting redone, seems to be working..
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TCP/UDP listen bind to address and bugfixes
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This fixes #6631
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We were reserving 12 bytes from the buffer for ip, port, and length, but since
IPv6 introduction we should be reserving 24 (IPv6 are 16 bytes)
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