| Commit message (Collapse) | Author | Age | Files | Lines |
| | |
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- 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)
(cherry picked from commit 88a56ba783d36d52a1023759e69f026b1ae255b4)
|
| |
|
|
| |
(cherry picked from commit b2839343cab66880f647c77da7b2e1826761776a)
|
| |
|
|
|
| |
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
|
| |
|
|
|
|
|
|
|
|
| |
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!
(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
|
| |
|
|
| |
(cherry picked from commit a77a0118f6b0d0878a53e2c963d91763b311163d)
|
| |
|
|
| |
(cherry picked from commit c18c5013f837ea7d4de2f022d36f84e0abce6439)
|
| |
|
|
|
|
|
|
|
| |
PacketPeerUDP/StreamPeerTCP/TCP_Server now uses an instance variable
to store the selected ip_type (IPv4/IPv6/ANY, where ANY = dual stack).
All calls to resolve addresses, sending/receving data, connecting/listening
will use that socket type.
(cherry picked from commit 95bdd977686005d3d813eb09aca625384f1774c1)
|
| |
|
|
| |
(cherry picked from commit 7eef15b73460062e4558857969919313e461f1e4)
|
| |
|
|
| |
(cherry picked from commit 887a897c02144f2d01896d3112bdae5ce7d6df5c)
|
| | |
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
|
| |
|