* Resource that allows saving textures embedded in scenes or standalone.
* Supports only formats that are portable: Lossy, Lossles or BasisUniversal
This is something I wanted to add for a long time. I made it now because @fire
requires it for importing GLTF2 files with embedded textures, but also this
will allow saving Godot scenes as standalone binary files that will run
in all platforms (because textures will load everywhere).
This is ideal when you want to distribute individual standalone assets online
in games that can be built from Godot scenes.
We might want to re-add something like this if/when we find a good use case
for it and do the effort to categorize all objects in the API properly.
Until then, it's better to remove that boilerplate since it's not needed.
Closes#18711.
This makes the following error message less likely to be printed
when performing many concurrent HTTP requests:
Condition ' resolving == IP::RESOLVER_INVALID_ID ' is true. returned: ERR_BUG
`DirAccess *` needs to be deleted manually, and this is often forgotten
especially when doing early returns with `ERR_FAIL_COND`.
`DirAccessRef` is deleted automatically when it goes out of scope.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
enh: Add FLAG_NONE to SaverFlags in ResourceSaver to fix api inconsistency
fix: flags parameter of ResourceSaver::save is now uint32_t to allow flag composition in scripts
Previously, only one line per 100 files was printed.
This also refactors the print statement to use Godot methods and
make it more informative overall.
Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
This was changed in #56943 to allow adding new importers from plugins that
take precedence over built-in ones, but this should be opt-in, not the default
behavior.
Fixes#57730.
Now correctly erases old instances.
The code will likely need overhaul anyway to be usable.
It doesn't apply to editor runs, there's a bunch of inconsistencies on
how to clients are handled, and I don't really understand why multiple
instances are created for a single client/server.
First, we should not insert into cache if the hostname resolution has
failed (as it might be a temporary internet issue), second, the async
resolver should also properly insert into cache.
Took the chance to remove some duplicate code with critical section in
it at the cost of little performance when calling the blocking
resolve_hostname function.