Age | Commit message (Collapse) | Author |
|
|
|
Server now checks that the ID received from the client is not already
used by someone else and is a valid ID (>=2)
|
|
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
Fixes #23509.
|
|
|
|
Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
|
|
Closes #22445.
|
|
Process all packets in queue, but never wait.
|
|
Misc. typos
|
|
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
|
|
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.
|
|
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.
|
|
Also change the <tutorials> structure to make use of individual <link> tags
|
|
This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
|
|
|
|
|
|
Enet: Allow to set client interface/address and port
Enet: More error checks
Fix comment
|
|
|
|
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.
|
|
|
|
|
|
|
|
It has no practical use case and just generates noise for each alpha, beta, etc.
|
|
|
|
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).
|
|
|
|
|
|
[ci skip]
|
|
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
|
|
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.
|
|
Happy new year to the wonderful Godot community!
|
|
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.
|
|
wrong function,
leading to unnecesary copy on writes and reduced performance.
|
|
|
|
|
|
Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
Keep compatibility with upstream enet libraries
|
|
Fix regression from 5dbf180 that broke Windows build.
|
|
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
|