Age | Commit message (Collapse) | Author |
|
While the client emitting "peer_connect" for the server, the status was
still set to CONNECTION_CONNECTING, causing bugs in the upper layer.
|
|
- 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.
|
|
Adds documentation to `Godot.Collections.Dictionary` in C#.
|
|
Add theme item descriptions to the online documentation
|
|
Implement LSP didSave notification and rename request
|
|
|
|
[Net] Implement RPC channels in MultiplayerAPI.
|
|
|
|
- Extracts the parameters logic to a single method
- Simplify the handling of null parameters
|
|
|
|
Implemented initial DAP support
|
|
|
|
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
|
|
WebsocketPeer outbound buffer fixes and buffer size query
|
|
|
|
One-directional collision layer check for rigid bodies and soft bodies
|
|
|
|
Replaced by "move_toward"
|
|
|
|
|
|
glTF2 fallback load PNG and JPG
|
|
doc: Use self-closing tags for `return` and `argument`
|
|
|
|
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.
|
|
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`.
|
|
|
|
Use `allowEmpty` parameter in Split
|
|
Use C# interpolated strings
|
|
Uses interpolated strings wherever possible.
String concatenations are still left where used for breaking long lines.
|
|
|
|
|
|
|
|
Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs,
and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer)
and custom MultiplayerPeer implementations.
|
|
Fix CSGSphere3D mesh creation
|
|
Fix LSP reporting wrong types
|
|
|
|
|
|
|
|
|
|
And const when possible.
|
|
Implement Binary Shader Compilation
|
|
* 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.
|
|
Gallilus/VisualScript-drop-preload-nodes-change-action-name
Change "Add Preload Node" action to "Add Node(s)"
|
|
|
|
Add documentation to Array in C#
|
|
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.
|
|
|
|
|
|
|
|
The action might also drop Custom Nodes
|