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path: root/drivers/unix/ip_unix.cpp
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Explicitily unsed AI_NUMERICHOST flag to fix HTML5Fabio Alessandrelli2017-08-111-0/+1
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* Fix local ip addresses (interfaces) detection.Fabio Alessandrelli2017-05-081-4/+11
| | | | Ignore non-IP addresses for both windows and unix
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix build issue with MSVCRémi Verschelde2017-03-061-1/+2
| | | | windows.h is a mess.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-59/+54
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Improvements to scons defined WINVER/_WIN32_WINNTFabio Alessandrelli2017-01-121-4/+0
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* Windows: Workaround missing includes in MinGW-w64 < 4Rémi Verschelde2017-01-091-1/+13
| | | | | | | | | The MinGW-w64 version we have on our Travis build environment (Ubuntu 12.04, mingw-w64 2.0.1, gcc 4.6) is old and has some missing includes in the dependencies of the `tcpmib.h` header [0] [1] [2]. Those were not triggered before 6323779596dea0db7f58afef7d3d3d5588ef20cb probably due to conflicting WINVER definitions which prevented triggering the code specific to >= 0x0600 (Vista). We ensure it won't be triggered by defining the _WIN32_WINNT macro to Windows XP compatibility.
* Windows: Define _WIN32_WINRT to 0x0600 (Vista)Rémi Verschelde2017-01-081-9/+3
| | | | | | | | Passed as a compiler define to be sure it is always define before windows.h is loaded. This means that Godot officially requires Vista API or later, it will not work on Windows XP or earlier. Also fix a bogus check for Windows 7 API.
* Merge pull request #7271 from Faless/ipv6_cleanupRémi Verschelde2017-01-021-18/+9
|\ | | | | Fixes and improvementes for IPv6 implementation.
| * Remove old unused AI_V4MAPPED flag to getaddrinfoFabio Alessandrelli2016-12-091-8/+0
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| * IP_Address now handle IPv4 and IPv6 transparentlyFabio Alessandrelli2016-12-091-11/+5
| | | | | | | | | | | | | | | | | | | | IP_Address changes: - Converts to and from String transparently while handling IPv4 as IPv6 mapped (::ffff:[IP]) address internally. - Completely remove AddrType enum. - Setting/Getting of ip array is now only possible through dedicated functions (ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6) - Add function to know if the address is a valid IPv4 (for IP implementation and enet)
| * Migrate int.IP_TYPE_ constants to IP.TYPE_Fabio Alessandrelli2016-12-091-3/+3
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| * Fix getaddrinfo failing on androidFabio Alessandrelli2016-12-091-0/+5
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* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | 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!
* Rename WINRT_ENABLED to UWP_ENABLEDGeorge Marques2016-11-031-2/+2
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* TCP/UDP Listen sockets can now be set to IPv6 onlyFabio Alessandrelli2016-10-301-0/+9
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* fixed some byte order and parsing problemsAriel Manzur2016-10-191-1/+1
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* adding ipv6Ariel Manzur2016-10-181-28/+61
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* Fix drivers coding for WinRTGeorge Marques2016-09-031-1/+14
| | | | | | | - Add a proper function to retrieve IP addresses. - Solve issues with Windows FileAccess and DirAccess to use the same code for WinRT. - Add patches to the GLES2 rasterizer to workaround ANGLE issues.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* fix build on freebsdsambler2015-01-271-1/+6
| | | | | | | Add some needed includes Provide freebsd variation of get_executable_path Provide variation of execv so that either full path or appname to be found within $PATH can be used
* Small batch of fixesJuan Linietsky2014-12-151-1/+1
| | | | | | | -=-=-=-=-=-=-=-=-=-= -Fixed looping error in AudioStreamResampled -winrt port progress -fixes in material in ambient light
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-14/+31
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* Light Baker!Juan Linietsky2014-06-111-0/+2
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* Making Godot Easier to Use..Juan Linietsky2014-05-241-0/+99
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+68