UDPServer now uses a single socket which is shared with the
PacketPeerUDP it creates and has a new `poll` function to read incoming
packets on that socket and delivers them to the appropriate peer.
PacketPeerUDP created this way never reads from the socket, but are
allowed to write on it using sendto.
This is needed because Windows (unlike Linux/BSD) does not support
packet routing when multiple sockets are bound on the same address/port.
(cherry picked from commit 147bbe2155)
- Use the `.log` file extension (recognized on Windows out of the box)
to better hint that generated files are logs. Some editors provide
dedicated syntax highlighting for those files.
- Use an underscore to separate the basename from the date and
the date from the time in log filenames. This makes the filename
easier to read.
- Keep only 5 log files by default to decrease disk usage in case
messages are spammed.
(cherry picked from commit 20af28ec06)
Current error checks for to_int and to_int64 do not issue overflow error
messages for INT64_MAX + 1, INT64_MAX + 2, and others close to the
limits. Likewise, error checks for hex_to_int, hex_to_int64 and bin_to_int64
issue false positive error messages for INT64_MIN or INT32_MIN. This commit
fixes these error checks.
Fix calculation for negative times to ensure Sundays are wrapped around to '0'
instead of '7', making it consistent with the output for positive times.
(cherry picked from commit aae5f246ff)
This reverts commit 7f61710183.
See #38868, in its current implementation a small skew value might end up
serialized to scene files due to floating point precision errors, which is
detrimental to VCS.
This can be cherry-picked anew once a fix for #38868 has been found.
- Fixed floating point issue on the old one.
- Fixed the equation on the get_euler_yxz function.
- Added unit tests.
This work has been kindly sponsored by IMVU.
(cherry picked from commit 2331300989)
Godot currently supports zero padding for integers, octals and
hexadecimals when using format strings, but not for floats.
This commit adds support for zero padding for floats, thus ensuring
consistent behavior for all types, and making Godot's format specifiers'
behavior closer to c's `printf()`.
Before: `print("<%07.2f>" % -0.2345)` prints `< -0.23>`.
Now: `print("<%07.2f>" % -0.2345)` prints `<-000.23>`.
`print("<%7.2f>" % -0.2345)` prints `< -0.23>`.
(cherry picked from commit b7d835d9ca)
Note:
Casting to the C++ classes and calling the methods there would work as well,
but would require including he header files for the specific object types handled
here, which wouldn't be OK either.
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
Each time `r_err_str` is set, we should return a parse error.
Removed redundant `return OK;` which were already handled after the big
`if`/`else if`/`else` for `TK_IDENTIFIER`.
Part of #17372.
(cherry picked from commit e7ebda975a)