Age | Commit message (Collapse) | Author |
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They're moved to an `editor` subfolder so that we can easily handle them
separately.
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* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
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Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
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Hostname is now resolved during poll in WebSocketClient (wslay) to avoid
blocking during connect.
An attempt is still made to find the hostname in the resolver cache.
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These are not used consistently and some can conflict with
system-specific defines. While here, also delete some unused macros.
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Happy new year to the wonderful Godot community!
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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Note: This PR also changes the port of the GDScript Language Server from 6008 to 6005. This opens enough ports above the debug port (6007) for this change to be useful.
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https://github.com/tatsuhiro-t/wslay/commit/45d22583b488f79d5a4e598cc7675c191c5ab53f
Mostly style changes, a couple new methods and fixes.
Tweak file structure a bit.
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Websockets: Fix buffer size checks in put_packet(), silent failures/connection hangs
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Also check the error return value of wslay_event_queue_msg()
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While at it, tweak some boolean setters to use `p_enabled` for the bool.
Also renames `draw_minimap()` to `set_draw_minimap()`.
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[Net] Extension system for network peers, webrtc.
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Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
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Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
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Add a missing call to disable warnings on a forked env for freetype's
`sfnt.c`.
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[Net] Implement RPC channels in MultiplayerAPI.
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WebsocketPeer outbound buffer fixes and buffer size query
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs,
and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer)
and custom MultiplayerPeer implementations.
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And const when possible.
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
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This information is exposed to the websocket server through the
client_connected-signal.
example.com/chat?id=10 gives the resource name "/chat?id=10"
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Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
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* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
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This should make troubleshooting easier.
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