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<title>godot.git/platform/windows/packet_peer_udp_winsock.cpp, branch 2.0-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/platform/windows/packet_peer_udp_winsock.cpp?h=2.0-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform/windows/packet_peer_udp_winsock.cpp?h=2.0-stable'/>
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<updated>2015-11-19T18:06:01Z</updated>
<entry>
<title>Fixed mistake where available buffer size would not be updated for each recvfrom-call in PacketPeerUDPWinsockPposix.</title>
<updated>2015-11-19T18:06:01Z</updated>
<author>
<name>Trond Abusdal</name>
</author>
<published>2015-11-19T18:06:01Z</published>
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<id>urn:sha1:a8a2458f0b490ee323632c95543106232efd8042</id>
<content type='text'>
</content>
</entry>
<entry>
<title>* Winsock UDP messages sent to an unavailable target causing WSAECONNRESET will no longer close the socket.</title>
<updated>2015-11-09T00:33:16Z</updated>
<author>
<name>Trond Abusdal</name>
</author>
<published>2015-11-09T00:33:16Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=41a161647dd8f3f0bfa5727ee1b357ea8605c348'/>
<id>urn:sha1:41a161647dd8f3f0bfa5727ee1b357ea8605c348</id>
<content type='text'>
* Ensured that unsigned&lt;-&gt;signed conversion would not cause wrong buffer size values sent to recvfrom.
</content>
</entry>
<entry>
<title>Fixed PacketPeerUDP getting wrongly closed due to recvfrom using rb.data_left instead of rb.space_left.</title>
<updated>2015-11-08T23:22:05Z</updated>
<author>
<name>Trond Abusdal</name>
</author>
<published>2015-11-08T23:22:05Z</published>
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<id>urn:sha1:f809cd44eabbf3f0a263cb625b60adeb8f6802f0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>NavMesh</title>
<updated>2014-11-17T10:46:11Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-17T10:46:11Z</published>
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<id>urn:sha1:d5cb758d36035fc35e960a466d0b370ff19e4f76</id>
<content type='text'>
-=-=-=-

-Fixed NavMesh API
-New NavMesh demo
-Support for animated Particles2D
-Fixes for native video playback on iOS
</content>
</entry>
<entry>
<title>UDP Fixes</title>
<updated>2014-11-13T03:53:12Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-13T03:53:12Z</published>
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<id>urn:sha1:abbea4d945bbb1114570c3b6c7f649e01ca8ebb8</id>
<content type='text'>
-=-=-=-=-

Curse the day I decided to port UDP code, as it ended up
being two nights of work.  At least It's done now (I hope).

-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
</content>
</entry>
<entry>
<title>3D Import Import &amp; UDP</title>
<updated>2014-11-12T14:23:23Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-12T14:23:23Z</published>
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<id>urn:sha1:6dd8768811cfca5bb831619d93cf870e5d20667f</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-

-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
</content>
</entry>
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