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!
IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
(ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
The plan is to implement IK properly in the core engine for version 3.1,
together with ragdolls in the Skeleton node to let them reuse the same
limits and constraints.
Therefore we remove this module as part of the API breakage in 3.0, so
that we are not limited by staying compatible with it in 3.1.
Done with `autopep8 --select=E7`, fixes:
- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
Re-wrote nrex as a module using godot-specific parts and new
features:
* Added string substitutions.
* Named groups are now supported.
* Removed use of mutable variables in RegEx. RegExMatch is returned
instead.
( @Akien : this PR is for current HEAD only, not to be cherry-picked for 2.1.1 )
this is manual revertion of #6501 which introduced a bug that prevented
scons from detecting Mingw under Windows when MSVC was installed.
(thanks to @vnen for finding this)
AND
it fixes the actual bug that prevented scons from detecting MSVC standalone
compiler ( a confusions between ``VSINSTALLDIR`` and ``VCINSTALLDIR`` )
The freeware Standalone MSVC C++ Build Tools are available here :
http://landinghub.visualstudio.com/visual-cpp-build-tools
This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.
This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.
This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.
Also simplified template 'thirdparty_<module>_sources' to
'thirdparty_sources'.
"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.
Took the opportunity to undo the Godot changed made to the
opus source. The opus module should eventually be built in its
own environment to avoid polluting others with too many include
dirs and defines.
TODO: Fix the platform/ stuff for opus.
They are not particularly packaged in Linux distros so we do not
facilitate unbundling via SCons. There could be done if/when there
is interest.
Also s/pnm/pbm/, long-lived typo :)