| Commit message (Collapse) | Author | Age | Files | Lines |
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Add WebSocketMultiplayerPeer _incoming_packets check bound
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And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
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Follow-up to #38736 (these uses were likely added after this PR was merged).
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[Net] Implement NetworkedMultiplayerENet.get_local_port
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Allows retrieving the local port to which the peer is bound.
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In attribute expressions (`a.b`) it's possible that the base has an
incorrect syntax and thus become a nullptr expression in the tree. This
commit add the check for this case to fail gracefully instead of
crashing.
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- Lambdas are always callables (no specific signature match).
- Captures from the current context are evaluated.
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Lambda syntax is the same as a the function syntax (using the same
`func` keyword) except that the name is optional and it can be embedded
anywhere an expression is expected. E.g.:
func _ready():
var my_lambda = func(x):
print(x)
my_lambda.call("hello")
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Core: Drop custom `copymem`/`zeromem` defines
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We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
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Update CSGMesh3D's documentation to explain how vertex normals are used
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Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
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fixes #30229
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Remove duplicate comments
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A few single line comments were duplicated, probably due to bad merges.
This commit removes the obviously duplicate ones.
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Remove uses of `auto` for better readability and online code reviews
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The current code style guidelines forbid the use of `auto`.
Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
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Fix new `CSGMesh` errors
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Fix mismatch between String and StringName in dictionary keys
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There was a mixup between String and StringName keys. Now they're
clearly separated. This also means you have to consider which type
you're using for the dictionary keys and how you are accessing them.
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Make LSP update the filesystem for changed scripts
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This updates global classes and exposes base member variables.
Fixes #39713
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Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
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fbx: Fix include for zlib that broke unbundling
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It's possible to link against system zlib on Linux, so we should use system paths.
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Print a warning when trying to seek in VideoPlayer
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Seeking isn't implemented in built-in video formats and can only
be supported in GDNative-provided video formats.
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Heightmap collision shape support in Godot Physics
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GDScript: Use special stack space for temporaries to reduce type changes
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So the stack slots perform less type changes, which is useful for
future optimizations.
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Rename LineEdit getters and setters to match property names
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Import: Cleanup and optimize etcpak compression method
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Avoid unnecessary allocation of temporary buffers for each mip, and creates
only one Image with the compressed data.
Also renames variable and reorders code for clarity.
Clarify that squish is now only used for decompression.
Documented which formats can be decompressed in Image.
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The trampolines were casting double to `size_t` (likely a copy-paste
mistake), so the value was getting truncated.
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