The spec says that Response.body can be null (in the event of requests that should have no body, like HEAD requests) and Firefox adheres to it which results in request failure for HEAD requests on Firefox for web exports.
This commit addresses that by treating a null body as an "empty" body (without using a polyfill) and avoids changing the request lifecycle as much as possible.
PR review changes:
- Use == instead of strict ===
- Do not use ?? null
- Comment formatting
`core/os/os.h` doesn't use `core/io/image.h`. It just brings
transitive dependencies. Lots of dependencies because `core/os/os.h`
is transitively included in almost every file of godot
Also added `core/io/image.h` into files^1 where `Ref<Image>` and `core/os/os.h`
were used to prevent obscure errors involving `Ref<Image>`
^1 except those which include `core/io/image_loader.h` or `core/io/image.h` by
corresponding .h file with the same name
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Godot checks if there's Vulkan or GLES3 support.
If no support is found, it shows an error message.
However the code for this error message is left out when building with
opengl3=no
- Implements asynchronous transfer queues from PR #87590.
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
Thanks for the fix of `JavaClassWrapper` in https://github.com/godotengine/godot/pull/96182 and the changes in the previous commit, this introduces an `AndroidRuntime` plugin which provides GDScript access to the Android runtime capabilities.
This allows developers to get access to various Android capabilities without the need of a plugin.
For example, the following logic can be used to check whether the device supports vibration:
```
var android_runtime = Engine.get_singleton("AndroidRuntime")
if android_runtime:
print("Checking if the device supports vibration")
var vibrator_service = android_runtime.getApplicationContext().getSystemService("vibrator")
if vibrator_service:
if vibrator_service.hasVibrator():
print("Vibration is supported on device!")
else:
printerr("Vibration is not supported on device")
else:
printerr("Unable to retrieve the vibrator service")
else:
printerr("Couldn't find AndroidRuntime singleton")
```
The Android plugin implementation is updated to use `JavaClassWrapper` which was fixed in https://github.com/godotengine/godot/pull/96182, thus removing the limitation on supported types.
Note that `JavaClassWrapper` has also been updated in order to only provide access to public methods and constructor to GDScript.