Age | Commit message (Collapse) | Author |
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Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
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Now PacketPeerUDP.get_available_packet_count() return -1 if the socket
is in error state.
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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added get_creation_time function for gdscript
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Allow body-up-to-EOF HTTP responses
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Implements the same heuristic as Curl (and web browsers): if no `Content-Length`, no `Connection: keep-alive` and no chunked transfer encoding, assume th rest of the data until EOF is the body, gracefully setting the HTTP client back to the disconnected state.
Theoretically, this is not compliant with HTTP 1.1, by which `keep-alive` is the default, but in practice, an explicit header is sent by servers.
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Various coverity scan fixes, WS FreeBSD fixes
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Fix FreeBSD websocket compilation error
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@reduz pushed the old 44989bc95754b40f4c00f10db43ed91f64a3e475 commit
today which he had forgotten in his local clone, and apparently it does
not compile. Also fixed style.
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Will throw a warning when a file is opened with a different case than what is stored on the Windows filesystem.
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Windows APIs don't really provide a way to change a filename case. This
implements a little juggling to make this work. We first create a
guaranteed unique temporary file, we then replace the original file with
the temporary file and we finally rename it to the desired filename
case.
(cherry picked from commit d69d58deeaa523c6c38958b3956423ae8f814909)
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Pass enabled arg
Rename set_nodelay to set_no_delay
Add description to the method
Change description
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optional. Fixes #14339.
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#15316
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and
StreamPeerWinsock to StreamPeerTCPWinsock.
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platform
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Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.
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Fixes #10244.
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From https://github.com/lucasdemarchi/codespell
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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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Fixes bug introduced in da4170540cbe3dcec4855ddbb59edf1abd7cf9b4.
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Passed as a compiler define to be sure it is always define before windows.h
is loaded. This means that Godot officially requires Vista API or later, it will
not work on Windows XP or earlier.
Also fix a bogus check for Windows 7 API.
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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A Drive with "Z" letter assigned to it on Windows will be shown.
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