Commit graph

8 commits

Author SHA1 Message Date
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Fabio Alessandrelli
6cb81543d4 [Net] Expose WebRTC classes to extensions. 2021-09-24 21:23:43 +02:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Fabio Alessandrelli
e2083871eb [HTML5] Port JavaScript inline code to libraries.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
2020-11-10 11:42:51 +01:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Fabio Alessandrelli
729b1e9941 WebRTC refactor. Data channels, STUN/TURN support.
A big refactor to the WebRTC module. API is now considered quite stable.

Highlights:

- Renamed `WebRTCPeer` to `WebRTCPeerConnection`.
- `WebRTCPeerConnection` no longer act as `PacketPeer`, it only handle the connection itself (a bit like `TCP_Server`)
- Added new `WebRTCDataChannel` class which inherits from `PacketPeer` to handle data transfer.
- Add `WebRTCPeerConnection.initialize` method to create a new connection with the desired configuration provided as dictionary ([see MDN docs](https://developer.mozilla.org/en-US/docs/Web/API/RTCPeerConnection/RTCPeerConnection#RTCConfiguration_dictionary)).
- Add `WebRTCPeerConnection.create_data_channel` method to create a data channel for the given connection. The connection must be in `STATE_NEW` as specified by the standard ([see MDN docs for options](https://developer.mozilla.org/en-US/docs/Web/API/RTCPeerConnection/createDataChannel#RTCDataChannelInit_dictionary)).
- Add a `data_channel_received` signal to `WebRTCPeerConnection` for in-band (not negotiated) channels.
- Renamed `WebRTCPeerConnection` `offer_created` signal to `session_description_created`.
- Renamed `WebRTCPeerConnection` `new_ice_candidate` signal to `ice_candidate_created`
2019-05-16 11:21:20 +02:00