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path: root/scene/main/http_request.cpp
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2020-04-02Replace NULL with nullptrlupoDharkael
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-11-24Add download_chunk_size property to HTTPRequest.Fabio Alessandrelli
This allows setting the `read_chunk_size` of the internal HTTPClient. This is important to reduce the allocation overhead and number of file writes when downloading large files, allowing for better download speed.
2019-08-31HTTPRequest: include faulty URLs in error textsmerumelu
2019-08-09Remove ERR_EXPLAIN from scene/* codeTomasz Chabora
2019-07-09Adds timeout property for httprequestZak
2019-07-01Fix HTTPRequest status checks.Fabio Alessandrelli
HTTPRequest used to have its own `status` variable but it would never be updated since the status of the client would be used instead. This caused potential crashes in some edge cases. The `status` variable is now removed, and the client status is used in checks instead.
2019-04-08Small fixes, mostly dupicated codeqarmin
2019-01-16Appease some CppCheck warns for files in the "scene" directoryMichael Alexsander Silva Dias
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-09-12Fix non chunked HTTP reading till eof.Fabio Alessandrelli
2018-07-04Fix CORS problems due to added headers on JS targetGagaPete
Before this change, missing User-Agent and Accept headers were automatically added on all platforms. Setting the User-Agent header forces the browser to do a CORS preflight (see 1) which fails if the HTTP endpoint is not configured appropriate. It's not neccesary to set either header as the browser sets them and so this commit disables that functionality on the JS target. 1: https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS#Simple_requests
2018-02-23Refactor version macros and fix related bugsRémi Verschelde
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were several places hardcoding their own variant of the version string, potentially with bugs (e.g. forgetting the patch number when defined). The new logic defines: - VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1) - VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch', depending on whether the latter is defined (e.g. 3.1.4) - VERSION_FULL_CONFIG, which contains the version status (e.g. stable) and the module-specific suffix (e.g. mono) - VERSION_FULL_BUILD, same as above but with build/reference name (e.g. official, custom_build, mageia, etc.) Note: Slight change here, as the previous format had the build name *before* the module-specific suffix; now it's after - VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed with "Godot v" for readability Bugs fixed thanks to that: - Export templates version matching now properly takes VERSION_PATCH into account by relying on VERSION_FULL_CONFIG. - ClassDB hash no longer takes the build name into account, but limits itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant for the API hash). - Docs XML no longer hardcode the VERSION_STATUS, this was annoying. - Small cleanup in Windows .rc file thanks to new macros.
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-14HTTP cleanup & better defaultsmhilbrunner
2017-11-01-Modules can now add custom version info (added it for Mono)Juan Linietsky
-Version string takes this version info -Ability to download templates from the interweb (listing does not work yet)
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-04-20Move VERSION_MKSTRING logic to version.hRémi Verschelde
Fixes a bug where the VERSION_PATCH define is not yet in scope if typedefs.h is included before version.h at compilation time. (cherry picked from commit 3b687c5474113b64f186388883ca85cdfe6523d4)
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-23Remove set_ip_type from network classes (no longer needed)Fabio Alessandrelli
- TCP: - `listen` bind to wildcard "*" -> dual stack socket - `listen` bind to address -> socket from address type - `connect` -> resolve using best protocol (UNSPEC), socket from address type - UDP: - `listen` bind to wildcard "*" -> dual stack socket - `listen` bind to address -> socket from address type - `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type (to change socket type you must first call `close` it)
2017-01-14removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky
added a check to detect this case in the future
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10- _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky
use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-02Merge pull request #7271 from Faless/ipv6_cleanupRémi Verschelde
Fixes and improvementes for IPv6 implementation.
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-12-13Expose HTTP classes' set_ip_type to scriptingFabio Alessandrelli
2016-12-09Allow setting ip_type for TCP/UDP and HTTP classesFabio Alessandrelli
2016-11-14Uncomment debug properties of HTTP Requestkhairul169
2016-09-05Add http method and request data parametersKazuo256
For HTTPRequest::request
2016-07-24Add thread support to HTTPRequest, changed assetlib to use it.Juan Linietsky
2016-06-18Add missing license headers in our source files (#5255)Rémi Verschelde
Also removes a couple wrong Godot headers from third-party source files.
2016-06-07Update asset library editor plugin - new functionality and fixesBojidar Marinov
2016-06-03Exposed a RESULT_DOWNLOAD_FILE_CANT_OPEN constant to docs and GDScript.J08nY
2016-05-21remove trailing whitespaceHubert Jarosz
2016-03-12-Made editor support SSL certs by default (embedded them)Juan Linietsky
-Made asset sharing support https -Many fixes to HTTPRequest -Added an asset installer dialog -Visual cleanups to asset sharing tab -Fixed some issues in ScrollContainer, hope it does not break things -Asset sharing tab is not visible (hidden on purpose) for now.
2016-03-04-Work on addon editor plugin (disabled by default)Juan Linietsky
-New HTTPRequest node, to make HTTP requests simpler.