Age | Commit message (Collapse) | Author |
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Support for checking that Projection is(not) null
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Remove `zf != NULL` check from `ZIPPacker::start_file`
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Fix property getter with custom return type
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Add buffer size check to Image.load_tga_from_buffer(). Fixes #67985
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[TextServer] Fix hex code box positions in vertical text layout.
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[MP] Add MultiplayerPeer disconnect_peer, close.
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This check was removed because it introduces a bug which prevents
ZIPPacker from actually adding any files, since it must be opened before
adding any files (and therefore shouldn't be NULL at the start of
`start_file`).
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tables).
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Improve font glyph cache packing shelf best height fit heuristic.
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ICU: Update to version 72.1
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[TextServer] Fix build with disabled graphite.
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[TextServer] Do not round glyph advances / coordinates if font oversampling or bitmap glyph scaling is used.
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Unify usage of GLOBAL/EDITOR_GET
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Fix enum type to use int64_t instead of int in GDScript
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Simplify GDVIRTUAL_CALL calls
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Added custom node export
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`GDScriptAnalyzer` Fix math utilities crashing when invalid args are passed
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Rename queue_delete => queue_free
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Fixed Image.save_jpg() does not write any file
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Allow non-constant string message for assert
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C#: Reflection-less delegate callables and nested generic Godot collections
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Fixed signal connection examples to use new callable syntax in the docs
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This allows using generic Godot collections as type arguments for other
generic Godot collections. This also allows generic Godot collections
as parameter or return type in dynamic Callable invocations.
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We aim to make the C# API reflection-free, mainly for concerns about
performance, and to be able to target NativeAOT in refletion-free mode,
which reduces the binary size.
One of the main usages of reflection still left was the dynamic
invokation of callable delegates, and for some time I wasn't sure
I would find an alternative solution that I'd be happy with.
The new solution uses trampoline functions to invoke the delegates:
```
static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret)
{
if (args.Count != 1)
throw new ArgumentException($"Callable expected 1 arguments but received {args.Count}.");
string res = ((Func<int, string>)delegateObj)(
VariantConversionCallbacks.GetToManagedCallback<int>()(args[0])
);
ret = VariantConversionCallbacks.GetToVariantCallback<string>()(res);
}
Callable.CreateWithUnsafeTrampoline((int num) => "Foo" + num, &Trampoline);
```
Of course, this is too much boilerplate for user code. To improve this,
the `Callable.From` methods were added. These are overloads that take
`Action` and `Func` delegates, which covers the most common use cases:
lambdas and method groups:
```
// Lambda
Callable.From((int num) => "Foo" + num);
// Method group
string AppendNum(int num) => "Foo" + num;
Callable.From(AppendNum);
```
Unfortunately, due to limitations in the C# language, implicit
conversions from delegates to `Callable` are not supported.
`Callable.From` does not support custom delegates. These should be
uncommon, but the Godot C# API actually uses them for event signals.
As such, the bindings generator was updated to generate trampoline
functions for event signals. It was also optimized to use `Action`
instead of a custom delegate for parameterless signals, which removes
the need for the trampoline functions for those signals.
The change to reflection-free invokation removes one of the last needs
for `ConvertVariantToManagedObjectOfType`. The only remaining usage is
from calling script constructors with parameters from the engine
(`CreateManagedForGodotObjectScriptInstance`). Once that one is made
reflection-free, `ConvertVariantToManagedObjectOfType` can be removed.
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Document the ENetPacketPeer class
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Change all WEBP strings and comments to WebP
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Fix built-in script path of GDScript to prevent crash
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Update ENet, WebRTC, and WebSocket to support peer disconnection and
unify the close function.
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Change default OpenXR pose to aim pose
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MultiplayerPeer changes:
- Adds is_server_relay_supported virtual method
Informs the upper MultiplayerAPI layer if it can signal peers connected
to the server to other clients, and perform packet relaying among them.
- Adds get_packet_channel and get_packet_mode virtual methods
Allows the MultiplayerAPI to retrieve the channel and transfer modes to
use when relaying the last received packet.
SceneMultiplayerPeer changes:
- Implement peer signaling and packet relaying when the MultiplayerPeer
advertise they are supported.
ENet, WebRTC, WebSocket changes:
- Removed custom code for relaying from WebSocket and ENet, and let it
be handled by the upper layer.
- Update WebRTC to split create_client, create_server, and create_mesh,
with the latter behaving like the old initialize with
"server_compatibility = false", and the first two supporting the upper
layer relaying protocol.
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Document `collision_priority` in the CSGShape3D class
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Fix Thread usage in UPNP docs.
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The threading API has changed between Godot 3 and Godot 4.
See https://github.com/godotengine/godot-proposals/issues/4691.
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# Conflicts:
# editor/plugins/tiles/tiles_editor_plugin.cpp
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Let the RD driver itself expose subgroup caps
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