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2019-02-21Fix all -Wtype-limits warnings.marxin
2019-02-20Add check to validate client IDs in ENet.Fabio Alessandrelli
Server now checks that the ID received from the client is not already used by someone else and is a valid ID (>=2)
2019-02-18doc: Sync classref with current sourceRémi Verschelde
2019-01-07doc: Fix wrong references found by Sphinx and new makerst.pyRémi Verschelde
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-05doc: Use HTTPS for docs.godotengine.org and point to latest branchRémi Verschelde
Fixes #23509.
2018-10-06[Docs] Fix some broken linksKelly Thomas
2018-09-28SCons: Build thirdparty code in own env, disable warningsRémi Verschelde
Also remove unnecessary `Export('env')` in other SCsubs, Export should only be used when exporting *new* objects.
2018-09-26ENet: Remove redundant if conditionRémi Verschelde
Closes #22445.
2018-09-25Set ENet service time to 0.Fabio Alessandrelli
Process all packets in queue, but never wait.
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
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.
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-06-12Add support for tutorial links to makerst.pyrobojumper
Also change the <tutorials> structure to make use of individual <link> tags
2018-05-30SCons: Pass env to modules can_build methodRémi Verschelde
This allows to disable modules based on the environment, in particular `env[tools]` which tells us if we are building the editor or not.
2018-05-12Expose channels in NetworkedMultiplayerENetFabio Alessandrelli
2018-05-08Document websocket module, further document enetFabio Alessandrelli
2018-05-07Enet: Add wait time param to close_connection()mhilbrunner
Enet: Allow to set client interface/address and port Enet: More error checks Fix comment
2018-04-13Add DNS resolution in NetworkedMultiplayerEnet::create_client()mhilbrunner
2018-04-12Implement get_peer_[address|port] in ENet/WSServerFabio Alessandrelli
Also implement get_connected_host and get_connected_port in WebSocketPeer (not supported in HTML5 due to browser limitation). Add shorthand disconnect_peer(id) for get_peer(id)->close() like in ENet to WebSocketServer.
2018-04-10NetworkedMultiplayerEnet: Add disconnecting/kicking peersmhilbrunner
2018-03-13[DOCS] Net.MultiplayerEnet: List returned errorsMax Hilbrunner
2018-03-02[DOCS] NetworkedMultiplayerENetMax Hilbrunner
2018-02-27doc: Remove status from hardcoded version stringRémi Verschelde
It has no practical use case and just generates noise for each alpha, beta, etc.
2018-02-19doc: Update version string in headerRémi Verschelde
2018-01-25doc: Sync with current sourceRémi Verschelde
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
2018-01-13SCons: Allow unbundling bullet on Linux (only 2.87+)Rémi Verschelde
2018-01-13doc: Update version string in XMLRémi Verschelde
2018-01-12Update docsBojidar Marinov
[ci skip]
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-15Remove "const" from PacketPeer get_packet/get_varFabio Alessandrelli
They are NOT constant methods, as state by the comment message, they fetch the last packet and then forget about it, actively changing the state of the object.
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-24doc: Fix enum tags thanks to 2bc6db6Rémi Verschelde
2017-11-24doc: Update header version for 3.0-betaRémi Verschelde
2017-11-17Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde
Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
2017-11-15doc: Make all module docs self-containedRémi Verschelde
2017-09-25Use BoolVariable for third-party options.Elliott Sales de Andrade
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-12Updated function argument namesWilson E. Alvarez
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-06-08Add zstd compression support.Ferenc Arn
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.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-24ENet code cleanup and changes from review.Fabio Alessandrelli
2017-03-24Update ENet module to support custom ENet libFabio Alessandrelli
Keep compatibility with upstream enet libraries
2017-03-05Make that Whole New World great againRémi Verschelde
Fix regression from 5dbf180 that broke Windows build.
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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