Age | Commit message (Collapse) | Author |
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Add WebM support
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RegEx re-implemented as a module
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Re-wrote nrex as a module using godot-specific parts and new
features:
* Added string substitutions.
* Named groups are now supported.
* Removed use of mutable variables in RegEx. RegExMatch is returned
instead.
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( @Akien : this PR is for current HEAD only, not to be cherry-picked for 2.1.1 )
this is manual revertion of #6501 which introduced a bug that prevented
scons from detecting Mingw under Windows when MSVC was installed.
(thanks to @vnen for finding this)
AND
it fixes the actual bug that prevented scons from detecting MSVC standalone
compiler ( a confusions between ``VSINSTALLDIR`` and ``VCINSTALLDIR`` )
The freeware Standalone MSVC C++ Build Tools are available here :
http://landinghub.visualstudio.com/visual-cpp-build-tools
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Adding IPv6 support
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Use already existing libraries: libvorbis and libopus. Also use newly
added libraries: libvpx, libwebm, libsimplewebm.
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SuperUserNameMan/gdscript_opcode_line_opcode_breakpoint
fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode
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SCsub: Add python shebang as a hint for syntax highlighting
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Also switch existing shebangs to "better" /usr/bin/env python.
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Add `String char(int ascii)` function to GDScript and Visual Script
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Comment out the weird workaround for building on Windows at it might
not be needed anymore. Testing needed to confirm.
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Same rationale as the previous commits.
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This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.
This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.
This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.
Also simplified template 'thirdparty_<module>_sources' to
'thirdparty_sources'.
"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.
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Same rationale as the previous commits.
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Took the opportunity to undo the Godot changed made to the
opus source. The opus module should eventually be built in its
own environment to avoid polluting others with too many include
dirs and defines.
TODO: Fix the platform/ stuff for opus.
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Note that there are two Godot-specific changes made to libwebp
for the javascript/HTML5 platform. They are documented in the
README.md.
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They are not particularly packaged in Linux distros so we do not
facilitate unbundling via SCons. There could be done if/when there
is interest.
Also s/pnm/pbm/, long-lived typo :)
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Building against shared libraries only implemented for Linux X11 so far.
TODO: Document Godot's modifications of upstream enet.
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Similar rationale as in previous commit.
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Re-Allow absolute paths, make them behave correctly
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Also closes: #6801
This reverts commit e59820ac94b7c9706298d5559608937dfca332e5.
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Make text column numbers one-based
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Allow for linebreaks in function calls and definitions and yeild/signal.
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Make one-based the column number on the code editor
Make one-based the column number for GDScript error messages
Make one-based the column number for shader code error messages
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Better checks for Multiplayer API, prevent packet source spoofing.
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Throw an error when exporting a resource class
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Add error when (pre)loading paths with leading / (#4280 - #3106)
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Use 2 different ENet channels for reliable/unreliable packets
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Fixes the following problems.
A malicious client was able to contact another peer faking its identity
(even looking like he was the server).
A malicious client was able to force other client disconnections by sending
bogus system packets to the server.
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"export var tex = Texture"
will now throw an error to avoid crashing the editor:
"Exported constant not a type or resource"
Fixes #6719 . Closes #6729
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(Plus maybe a few other things)
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Just hope it doesn't crashes with that much pointer math... :smile:
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NetworkedMultiplayerENet::get_packet was reporting the wrong size for the packet buffer exposing a potential buffer overflow in case of malformed/malicious packets
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This avoids stalling other sequenced but unreliable packets
(i.e. UNRELIABLE_ORDERED) when sending RELIABLE packets.
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Release mode
When godot is in release mode, GDscript compiler does not generate
bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore.
This optimizes GDscript execution speed when the script contains a lot
of comments in blocs executed in loops.
Fixes #6487
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Ternary operator in GDScript (a if x else b)
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Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete..
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selection exists), also made buttons look like buttons
-Fixed a bug related to theme propagation, may be able to solve #6443, #6302 and others. Please test.
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