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52499 preload parsing error when newline encountered #52520

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kdiduk
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@kdiduk kdiduk commented Sep 9, 2021

This PR fixes the issue #52499. The fix is very simple and safe - we just skip newline tokens if we encounter them after the '(' and before the ')'.
This fix is intended only for 3.4 version. The version 4.0 doesn't have this problem since all the parsing code is rewritten.

lawnjelly and others added 30 commits August 8, 2021 14:37
Portal autolinking was previously agnostic to room priorities, which meant that portals would link to the first room they found (often outside rooms). This PR fixes this by making the autolinking priority aware, and will preferentially link to internal rooms.
The checking for link room IDs was checking for less than size(), but was not correctly checking for -1,
and therefore reading outside the array range. This PR fixes this.
Add support for Sprite3D and animated Sprite3D.
…dary_pvs

Portals - Fix secondary PVS bug
…internal

Portals - fix autolinking to internal rooms
…rash

Portals - fix crash when logging link room names
Fixed a bug in the complex PVS generation which was causing recursive loop.
Move some of the settings out of RoomManager into Project Settings.
Allow PVS generation method to be selected from Project Settings, and control PVS logging.
…ings

Portals - fix PVS generation and move settings
…_mode_3.x

[3.x] Fix a default shader specular render mode to `SCHLICK_GGX`
Used to specify the expected "CN" in the server certificate if different
from the server address.
[Net] Add "dtls_hostname" property to ENet.
Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
When synchronizing KinematicBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.

This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
…orm-rotation-3.x

[3.x] Fix applied rotation from moving platforms in move_and_slide
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.

Helps with handling walls and slopes correctly when the character walks
on the moving platform.

Also made some minor adjustments to the 2D version and documentation.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
…sion

[3.x] Add horizon specular occlusion
…ive-colors-3.x

Clamp negative colors regardless of the tonemapper to avoid artifacts
…ve-sharpening-3.x

Add support for contrast-adaptive sharpening in 3D (GLES3 only)
Added one more warning to the hideable warnings. These seem to be benign warnings and are hidden during use in rooms and portals. When used from other areas, only one warning is displayed per run, instead of for every occurrence.
@kdiduk kdiduk requested review from a team as code owners September 9, 2021 20:46
@kdiduk kdiduk closed this Sep 9, 2021
@aaronfranke aaronfranke removed request for a team September 9, 2021 20:51
@kdiduk
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kdiduk commented Sep 9, 2021

I'm sorry for this 😞 I made this PR by mistake (getting used to GitHub interface). This PR is correct: #52521

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