Age | Commit message (Collapse) | Author |
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
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Fixes and improvementes for IPv6 implementation.
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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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IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
(ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
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Building against shared libraries only implemented for Linux X11 so far.
TODO: Document Godot's modifications of upstream enet.
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Better checks for Multiplayer API, prevent packet source spoofing.
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Use 2 different ENet channels for reliable/unreliable packets
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Fixes the following problems.
A malicious client was able to contact another peer faking its identity
(even looking like he was the server).
A malicious client was able to force other client disconnections by sending
bogus system packets to the server.
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NetworkedMultiplayerENet::get_packet was reporting the wrong size for the packet buffer exposing a potential buffer overflow in case of malformed/malicious packets
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This avoids stalling other sequenced but unreliable packets
(i.e. UNRELIABLE_ORDERED) when sending RELIABLE packets.
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which allows ENet to bind on custom IP.
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-Ability to set compression to ENet packets (check API)
-Fixed small bug in StringDB that lead to duplicate empty strings
-Added a new class, StreamPeerBuffer, useful to create your own tightly packed data
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For reference, when you include a Windows header (be it directly windows.h or something that includes it)
put it at the end of the includes. it seems I forgot.
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It's complete, but absolutely and completely untested, undocumented and NSFW.
Have fun :-)
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level" networking.
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