Age | Commit message (Collapse) | Author |
|
|
|
[WebSocket] Fix client failing to connect to direct IP.
|
|
Adding support for the OpenXR Display Refresh Rate extension
|
|
Speed up `find_texture_pos_for_glyph()`
|
|
Fix memory leak when `_ensure_cache_for_size()` fails
|
|
Clarified reason why a resource cannot be preload()'ed
|
|
Fix peer visiblity in SceneReplicationInterface._update_sync_visibility
|
|
Add a way to store additional data in GLTFState and GLTFNode
|
|
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).
|
|
|
|
or bitmap glyph scaling is used.
|
|
|
|
|
|
Guard against more potential conflicts in C# bindings generator
|
|
We use collectible AssemblyLoadContexts as that's the only way to allow
reloading assemblies after building. However, collectible assemblies
have some restrictions:
- https://learn.microsoft.com/en-us/dotnet/framework/reflection-and-codedom/collectible-assemblies#restrictions-on-collectible-assemblies
Those restrictions can cause issues with third-party code, such as some
mocking libraries.
In order to work around this problem, we're going to load assemblies
as collectible only in Godot editor, and not when running games.
These issues will still exist in the editor, but this will be enough
for some users.
|
|
|
|
|
|
|
|
|
|
Make some Image methods static
|
|
Expose minizip API to allow creating zips using scripts
|
|
|
|
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>
|
|
when static functions are called directly from objects
|
|
|
|
|
|
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
|
|
|
|
|
|
The function that was supposed to implement the saving in
image_loader_jpegd was just returning OK without doing anything.
Copied the code from _jpgd_buffer_save_func to _jpgd_save_func but
changed the ImageLoaderJPGOSBufferto a ImageLoaderJPGOSFile to save
to a file instead of memory. Changed the image format from
FORMAT_ETC2_RGB8 to FORMAT_RGB8 since the first one was creating
a weird greyscale interlaced image.
|
|
[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.
|
|
- Use `long` and `double` types since signals currently only support 64-bit types.
- Fix bug for checking if the type name is a class registered in ClassDB.
|