Age | Commit message (Collapse) | Author |
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Update ENet to use Godot sockets.
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From https://github.com/lucasdemarchi/codespell
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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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Android seems to be working again!
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Improve directional shadow filtering by using linear interpolation
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Map POSITION to gl_FragCoord.xy for 2D shaders
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windows.h is a mess.
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Fix regression from 5dbf180 that broke Windows build.
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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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- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
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work though
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modified files)
-.pck and .zip exporting redone, seems to be working..
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This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:
* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.
* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.
* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.
* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.
C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.
GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.
This fixes #7354 and fixes #6947.
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-fixes to make scenes exported from godot 2.x work
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TCP/UDP listen bind to address and bugfixes
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This fixes #6631
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Enable WebGL2 in web export, start fixing build
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Will not yet compile
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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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We should probably create a specific function for setting the
recv buffer anyway. UDP sockets does not need to bind (listen)
to be able to call recvfrom. This is especially useful for clients
who just call set_send_address and start communicating with a server.
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The ring buffer for receiving packets was not resized in constructor
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TCP status polling is always performed as non blocking.
Trying to put a packet on a connecting socket will fail immediately.
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OpenBSD does not support binding on both IPv4 and IPv6 using the same socket
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- TCP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `connect` -> resolve using best protocol (UNSPEC), socket from address type
- UDP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type
(to change socket type you must first call `close` it)
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than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
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Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
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Matrix32 -> Transform2D
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