Previously the buildstep function would obscure error codes because
the return value of the function was the exit code for the sed command
which caused us to continue execution even though one of the build
steps had failed.
With set -o pipefail the return value of the buildstep function is
the real command's exit code.
The view menu contains:
1. A fullscreen option (also accessed by pressing F11).
2. Rotation axis controls (x, y, z, or any combination)
3. Rotation speed controls (No rotation, slow, normal, or fast)
Previously reads and writes to /dev/zero, /dev/full, /dev/null and
/dev/random were limited to 4096 bytes.
This removes that restriction so that users can enjoy more zero bytes
in their buffers.
Previously we'd just dump those packets into the network adapter's
send queue and hope for the best. Instead we should wait until the peer
has sent TCP ACK packets.
Ideally this would parse the TCP window size option from the SYN or
SYN|ACK packet, but for now we just assume the window size is 64 kB.
Previously we'd allocate buffers when sending packets. This patch
avoids these allocations by using the NetworkAdapter's packet queue.
At the same time this also avoids copying partially constructed
packets in order to prepend Ethernet and/or IPv4 headers. It also
properly truncates UDP and raw IP packets.
This makes splitters stand out visually so you can actually spot them.
Before this, you had to guess/know where they were, which was weird.
The look of the knurling is the same as GUI::ResizeCorner, to build on
the established visual language.
Instead of computing the grabbable areas on the fly in mouse event
handlers, we now figure out which parts of the splitter are grabbable
when something moves around, and then remember it.
This makes the code a lot easier to follow.
This removes `constexpr` from the interpolate method in Color.h and adds
`noexcept`. The roundf call cannot be constexpr on clang. This is the
only incompatibility preventing serenity from building under clang. I
tested this on OSX Big Sur 11.3 and 11.3.1, and everything works with
this change.
Since the introduction of multi-select, we have had both `on_selection`
and `on_selection_change`, the latter of which was only invoked when a
change in selection came in through the model.
This removes `AbstractView::on_selection` and replaces it usage with
the more explicit `on_selection_change` everywhere.
Models that contain UV co-ordinates are now supported,
and will display with a texture wrapped around it, provided
a `bmp` with the same name as the object is in the same
directory as the 3D Model.
The software rasterizer now samples a texture passed to us from the
GL context. This is currently a bit of a hack, as we should be
scanning from a list of texture units and checking if they are
enabled. For now, this at least gives some visual confirmation
that texturing is working as it should
There is some really wild stuff going on in the OpenGL spec for this..
The Khronos website states that GLsizei is a 32-bit non-negative value
used for sizes, however, some functions such as `glGenTextures` state
that the input `n` could be negative, which implies signage. Most other
implementations of `gl.h` seem to `typedef` this to `int` so we should
too.
Instead of being its own separate unrelated class.
This automatically makes typed array properties available to it,
as well as making it available to the runtime.
This allows the JS side to access the wasm memory, assuming it's
exported by the module.
This can be used to draw stuff on the wasm side and display them from
the js side, for example :^)
This impl is *extremely* simple, and is missing a lot of things, it's
also not particularly spec-compliant in some places, but it's definitely
a start :^)
This replaces the two sloppy copies of the load() function with a
cleaned up implementation:
- Only use the first argument, to load multiple files just call the
function multiple times
- Fix a crash when using any non-string argument
- Throw an error if the file can't be opened instead of logging to
stderr
- Don't use parse_and_run(), which would print the AST of the loaded
file when using -A, for example - it's used either way as the entry
point in both REPL and non-REPL mode, so we already get exception
handling and all that
Previously TCPSocket::send_tcp_packet() would try to send TCP packets
which matched whatever size the userspace program specified. We'd try to
break those packets up into smaller fragments, however a much better
approach is to limit TCP packets to the maximum segment size and
avoid fragmentation altogether.
Right now Socket::send() assumes that it can send everything in one
go. However, send() is allowed to do partial writes and while that
can't happen at the moment there's nothing that says this can't
happen in the future (like in the next commit).
Currently, the player loses 100 points each time the waste stack is
recycled. In three-card draw mode, it's standard to only lose 20 points
after the third recycle event.