Age | Commit message (Collapse) | Author |
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# Conflicts:
# editor/plugins/tiles/tiles_editor_plugin.cpp
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[opengl] Add multiview to the opengl3 driver
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replication_interval is not 0
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Use the `.generated` suffix instead of `_Generated` so .NET marks C#
file generated by Godot source generators as generated code.
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Fix minor mistakes throughout the documentation
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Tweak `@GDScript` documentation overall
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Fix two typos in tracker names and a bug in OpenXR haptic feedback
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- Made use of [param] more frequently,
- Link to other classes' documentation more often, improve the examples.
- Made the writing style closer to how the rest of the documentation is formatted.
- Ensure these are called "functions", not "methods".
- Add [b]Warning:[/b] where more appropriate than [b]Note:[/b]
Most notably, removed " It must be a static string, so format strings can't be used.", as this behavior is actually a bug.
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Filter out HTC OpenXR paths based on extension
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[WebSocket] Fix client failing to connect to direct IP.
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Adding support for the OpenXR Display Refresh Rate extension
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Speed up `find_texture_pos_for_glyph()`
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Fix memory leak when `_ensure_cache_for_size()` fails
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Clarified reason why a resource cannot be preload()'ed
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Fix peer visiblity in SceneReplicationInterface._update_sync_visibility
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Add a way to store additional data in GLTFState and GLTFNode
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The bug was caused by not checking the TCP CONNECTING state
appropriately during the client handshake, and not checking the TCP
CONNECTED state during connection (which is unlikely, but might still
happen).
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Guard against more potential conflicts in C# bindings generator
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Make some Image methods static
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Expose minizip API to allow creating zips using scripts
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Co-authored-by: Marcelo Fernandez <marcelofg55@gmail.com>
Co-authored-by: James Westman <flyingpimonster@gmail.commail>
Co-authored-by: MisterMX <mbxd12@web.de>
Signed-off-by: MisterMX <mbxd12@web.de>
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when static functions are called directly from objects
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Implement RETURN_VALUE_DISCARDED warning in GDscript
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Implements the Gauss Mapping optimization to SAT convex collision test.
* Described [here](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2013/slides/822403Gregorius_Dirk_TheSeparatingAxisTest.pdf) by Dirk Gregorius.
* Requires adding of face information to edges in MeshData
* Took the chance to convert MeshData to LocalVector for performance.
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thorvg: Sync with 0.8.2, cleanup SCsub and fix includes
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Register module during core initialization so the remote debugger can
properly handle the "wss://" protocol.
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We were compiling `src/loaders/external_png` but using the header from
`src/loaders/png`, leading to `-Wodr` warnings.
Remove unused bundled lodepng code since we use `external_png` (libpng).
Whitespace changes are from upstream, will attempt PR'ing a cleanup there for
future updates.
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Fix a bug causing the WebSocketPeer to fail connecting to a remote
server when the TCP 3-way handshake took more than a few milliseconds.
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Fix crash when serializing empty delegates in C#
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delegates in C#
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Fix macOS .NET export.
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This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
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