Was missed in #36393 because no `callable_mp()` calls were actually
compiled with `tools=no` in that PR.
Also work around GCC warning that also affects the
`call_with_variant_args_ret_helper` variant.
Arrays inside of Variant are unique and use reference counting.
When you assign a variant containing a packed array to another, or
when you call non const functions to arrays, this will work even
if the array is inside a dictionary, so they will from now pass
as reference.
The difference with regular variant arrays is that, once passed
to a function in the C++ API, they are no longer shared. This is
required for security and thread safety, as those arrays are
mainly used to pass data back and forth even between threads.
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.
Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.
Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
WARNING: Requires C++17 'guaranteed copy elision' to fix ambiguous
operator problems in Variant.
This was added for this commit (and future C++17 uses) in #36457.
This is a temporary hack until vnen and reduz can work on a proper fix.
The changes in 867d073b98 exposed a
GDScript issue, which apparently triggers an automatic unreferencing.
This hack only makes it possible to use the editor again, but GDScript
is still broken.
UDP sockets can be "connected" to filter packets from a specific source.
In case of a bound socket (e.g. server), a new socket can be created on
the same address/port that will receive all packets that are not
filtered by a more specific socket (e.g. the previously connect socket).
This way, a UDPServer can listen to new packets, and return a new
PacketPeerUDP when receiving one, knowing that is a "new client".
It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.
Closes#8770.
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
It was added for 3.2 in #27485 to preserve backwards compatibility,
but we can now remove it.
It is still needed in MultiplayerAPI as it's the only way to control
it for the internal put_var calls.
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.
This work has been kindly sponsored by IMVU.
- Replace unintended `%` with `&`
- `get_owned_list()`: make thread-safe and fix logic
- Apply same logic fix to the destructor
Previously, the determination of owned RIDs was wrong. For instance, it could skip owned items or include duplicates in the list.
Avoids the engine crashing at exit.