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2021-08-06[Net] Fix ENetMultiplayerPeer status during connection.Fabio Alessandrelli
While the client emitting "peer_connect" for the server, the status was still set to CONNECTION_CONNECTING, causing bugs in the upper layer.
2021-08-05Reduce C# Dictionary internal callsRaul Santos
- Implements new `KeyValuePairs` and `KeyValuePairAt` internal calls to get the `key` and the `value` in one call. - Caches the `DictionaryEntry` to reuse properties without repeating internal calls.
2021-08-05Add documentation to Dictionary in C#Raul Santos
Adds documentation to `Godot.Collections.Dictionary` in C#.
2021-08-05Merge pull request #51247 from pycbouh/docs-extract-theme-itemsRémi Verschelde
Add theme item descriptions to the online documentation
2021-08-05Merge pull request #48615 from Razoric480/lsp-renameRémi Verschelde
Implement LSP didSave notification and rename request
2021-08-04Add theme item descriptions to the online documentationYuri Sizov
2021-08-04Merge pull request #51005 from Faless/mp/4.x_channelsRémi Verschelde
[Net] Implement RPC channels in MultiplayerAPI.
2021-08-03Fix 'script_class' null access when reloading a deleted C# script31
2021-08-03Simplify C# print methodsRaul Santos
- Extracts the parameters logic to a single method - Simplify the handling of null parameters
2021-08-03Fix the editor theme application for the Mono build logYuri Sizov
2021-08-03Merge pull request #50454 from Ev1lbl0w/gsoc21-dapFabio Alessandrelli
Implemented initial DAP support
2021-08-02Validates VisualScript.add_node input nodeHaoyu Qiu
2021-08-02Implemented initial DAP supportEv1lbl0w
Implemented "output" event Refactored "seq" field generation Prevent debugging when editor and client are in different projects Removed unneeded references to peer on the parser Refactored way to detect project path Implemented "setBreakpoints" request Fix double events when terminating from client Refactored "stopped" event Implemented "stopped" with breakpoint event Implemented "stackTrace", "scopes" and "variables" request Report incoming number of stack dump variables Implemented proper reporting of scopes and variables from stack frames Prevent editor from grabbing focus when a DAP session is active Implemented "next" and "stepIn" requests Implemented "Source" checksum computing Switched expected errors from macros to silent guards Refactored message_id Respect client settings regarding lines/columns behavior Refactored nested DAP fields Implement reporting of "Members" and "Globals" scopes as well Fix error messages not being shown, and improved wrong path message
2021-08-01Merge pull request #51036 from winterpixelgames/master-ws-fixRémi Verschelde
WebsocketPeer outbound buffer fixes and buffer size query
2021-07-31Websocket peer outbound buffer fixes. Expose outbound buffered amount.Jordan Schidlowsky
2021-07-31Merge pull request #50625 from nekomatata/body-one-direction-layersRémi Verschelde
One-directional collision layer check for rigid bodies and soft bodies
2021-07-31Make action names translatableHaoyu Qiu
2021-07-30Remove obsolete "dectime" methodAaron Franke
Replaced by "move_toward"
2021-07-31Do nothing when dragging CSGBox handle perpendicular to the cameraHaoyu Qiu
2021-07-30[Net] Implement RPC channels in MultiplayerAPI.Fabio Alessandrelli
2021-07-30Merge pull request #51052 from V-Sekai/gltf-fallbacksRémi Verschelde
glTF2 fallback load PNG and JPG
2021-07-30Merge pull request #51067 from akien-mga/doc-return-argument-self-closing-tagsRémi Verschelde
doc: Use self-closing tags for `return` and `argument`
2021-07-30glTF2 fallback load PNG and JPGK. S. Ernest (iFire) Lee
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
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.
2021-07-30[Net] Fix ENet 'connect_to_host' creating only one channel.Fabio Alessandrelli
Passing `0` to `enet_host_create` will allow the maximum amount of channel supported by ENet. For some reasons, `connect_to_host` will instead only create 1 channel when passed `0`. This commit normalize the behaviour to always allocate the maximum allowed channels when passing `0`.
2021-07-29In glTF2 animations, log spam less when running.K. S. Ernest (iFire) Lee
2021-07-29Merge pull request #51009 from raulsntos/fix-csharp-splitRémi Verschelde
Use `allowEmpty` parameter in Split
2021-07-29Merge pull request #51022 from raulsntos/csharp-interpolated-stringsRémi Verschelde
Use C# interpolated strings
2021-07-29Use C# interpolated stringsRaul Santos
Uses interpolated strings wherever possible. String concatenations are still left where used for breaking long lines.
2021-07-29Use `allowEmpty` parameter in SplitRaul Santos
2021-07-29[Net] Refactor ENetMultiplayerPeer to use ENet wrappers.Fabio Alessandrelli
2021-07-29[Net] Implement lower level ENet wrappers.Fabio Alessandrelli
2021-07-29[Net] Add generate_unique_id to MultiplayerPeer.Fabio Alessandrelli
Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs, and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer) and custom MultiplayerPeer implementations.
2021-07-28Merge pull request #49723 from aaronfranke/fix-csg-sphereRémi Verschelde
Fix CSGSphere3D mesh creation
2021-07-27Merge pull request #50913 from Razoric480/lsp-SymbolKind-fixRémi Verschelde
Fix LSP reporting wrong types
2021-07-27Merge pull request #50917 from raulsntos/more-iteratorsRémi Verschelde
2021-07-27Ignore paths with invalid chars in PathWhichRaul Santos
2021-07-27Use C++ iterators in the Mono moduleRaul Santos
2021-07-26Fix LSP reporting wrong typesFrancois Belair
2021-07-26Use Ref<T> references as iterators where relevantRémi Verschelde
And const when possible.
2021-07-26Merge pull request #50847 from reduz/implement-binary-shader-compilationRémi Verschelde
Implement Binary Shader Compilation
2021-07-26Implement Binary Shader Compilationreduz
* Added an extra stage before compiling shader, which is generating a binary blob. * On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse. * On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL. This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved. I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware. There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26Merge pull request #50840 from ↵Rémi Verschelde
Gallilus/VisualScript-drop-preload-nodes-change-action-name Change "Add Preload Node" action to "Add Node(s)"
2021-07-26Fix CSGSphere3D mesh creationAaron Franke
2021-07-26Merge pull request #50867 from aaronfranke/cs-array-emptyIgnacio Roldán Etcheverry
Add documentation to Array in C#
2021-07-26Use Array.Empty instead of allocating a every timeRaul Santos
Use `System.Array.Empty<T>` to get an empty array instead of allocating a new one every time. Since arrays are immutable there is no need to allocate them every time.
2021-07-25Add documentation to Array in C#Aaron Franke
2021-07-25Fix bindings generator range iterator errorsRaul Santos
2021-07-25Fix instantiate line classJulien Nguyen
2021-07-25Change "Add Preload Node" action to "Add Node(s)"Gallilus
The action might also drop Custom Nodes