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path: root/drivers/unix/packet_peer_udp_posix.h
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove "const" from PacketPeer get_packet/get_varFabio Alessandrelli2017-12-151-6/+6
| | | | | | They are NOT constant methods, as state by the comment message, they fetch the last packet and then forget about it, actively changing the state of the object.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Use const reference where favorableWilson E. Alvarez2017-08-141-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Allow non blocking UDP put_packet in C++.Fabio Alessandrelli2017-03-241-0/+2
| | | | | | - Add blocking mode option to PacketPeerUDP. - put_packet returns ERR_UNAVAILABLE when operation would block. - ENet module uses non-blocking UDP.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-8/+6
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Implement UDP listen bind addressFabio Alessandrelli2017-01-231-1/+2
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* UDP.set_send_address to UDP.set_dest_addressJuan Linietsky2017-01-141-1/+1
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* Merge pull request #7271 from Faless/ipv6_cleanupRémi Verschelde2017-01-021-2/+2
|\ | | | | Fixes and improvementes for IPv6 implementation.
| * Use an instance variable for ip_type in raw socketsFabio Alessandrelli2016-12-091-2/+2
| | | | | | | | | | | | | | 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.
* | 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!
* adding ipv6Ariel Manzur2016-10-181-4/+4
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* UDP FixesJuan Linietsky2014-11-131-1/+2
| | | | | | | | | | | | | | -=-=-=-=- 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.
* 3D Import Import & UDPJuan Linietsky2014-11-121-0/+56
-=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.