Age | Commit message (Collapse) | Author |
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zstd has much better compression speed and ratio, and better decompression speed than currently available methods.
Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
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Keep compatibility with upstream enet libraries
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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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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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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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