Age | Commit message (Collapse) | Author |
|
Implement RETURN_VALUE_DISCARDED warning in GDscript
|
|
|
|
|
|
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.
|
|
thorvg: Sync with 0.8.2, cleanup SCsub and fix includes
|
|
|
|
Register module during core initialization so the remote debugger can
properly handle the "wss://" protocol.
|
|
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.
|
|
|
|
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.
|
|
Fix crash when serializing empty delegates in C#
|
|
delegates in C#
|
|
Fix macOS .NET export.
|
|
|
|
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.
|
|
|
|
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.
We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
|
|
keep to print_verbose
|
|
|
|
|
|
[macOS export] Fix incorrect file placement, search paths and architecture detection.
[macOS export] Automatically detect executable files and set +x flag.
[macOS export] Automatically apply "Disable Library Validation" entitlements when required.
[macOS export] Remove old Mono export code.
Fix folder tree creation for shared objects export.
Add arch suffix to the exported .NET "data" folder name.
Remove old Mono code from .NET "data" folder lookup.
|
|
change warnings=all to use /W4.
|
|
|
|
Fixing an incorrect error message in OpenXR
|
|
|
|
Ensures that the versions always match the Godot version, albeit following
SemVer 2.0 so inserting a dot between "beta" and the build number.
For "stable" status, we omit the suffix as this would be interpreted as a
pre-release build too.
So we have:
| Godot version | Nupkg version |
| -------------- | -------------- |
| 4.0.0-beta | 4.0.0-beta |
| 4.0.0-beta2 | 4.0.0-beta.2 |
| 4.0.0-rc1 | 4.0.0-rc.1 |
| 4.0.0-stable | 4.0.0 |
|
|
[TextServer GDExtension] Update build scripts and `.gdextension` files to use new target names and arch suffixes.
|
|
Remove usage of unitialized variables
|
|
use new target names and arch suffixes.
|
|
Fix `hide_slider` vs `no_slider` inconsistency in editor property code
|
|
GDScript/C#: Tweak error message for invalid script type for object
|
|
Rename Projection `matrix` to `columns`
|
|
LSP: Fix GDScript doc comments
|
|
Implementing override functionality for XR
|
|
Improve dictionary printing to avoid confusion with arrays
|
|
Clean up .blend importer to fix unreachable code paths
|
|
|
|
|
|
- Add leading and trailing spaces within dictionaries, as the `{}`
characters are hard to distinguish from `[]` on some fonts.
This is especially helpful with empty arrays and dictionaries.
|
|
|
|
For EditorNode3DGizmo:
- `get_spatial_node` -> `get_node_3d`
- `set_spatial_node` -> `set_node_3d`
For EditorPlugin:
- `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin`
- `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin`
Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
|
|
See #66870.
|
|
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving
|
|
Remove unsupported `NO_SAFE_CAST`/`-fno-rtti` from Android build
|
|
documents before saving
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving,
then update the document in `GDScriptTextDocument::didSave`.
|
|
Respect texture filtering when importing GLTF
|
|
|
|
|
|
|
|
|