feat: updated engine
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An array specifically designed to hold bytes. Packs data tightly, so it saves memory for large array sizes.
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[PackedByteArray] also provides methods to encode/decode various types to/from bytes. The way values are encoded is an implementation detail and shouldn't be relied upon when interacting with external apps.
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[b]Note:[/b] Packed arrays are always passed by reference. To get a copy of an array that can be modified independently of the original array, use [method duplicate]. This is [i]not[/i] the case for built-in properties and methods. In these cases the returned packed array is a copy, and changing it will [i]not[/i] affect the original value. To update a built-in property of this type, modify the returned array and then assign it to the property again.
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[b]Note:[/b] In a boolean context, a packed array will evaluate to [code]false[/code] if it's empty. Otherwise, a packed array will always evaluate to [code]true[/code].
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</description>
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<tutorials>
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</tutorials>
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<param index="1" name="compression_mode" type="int" default="0" />
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<description>
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Returns a new [PackedByteArray] with the data decompressed. Set the compression mode using one of [enum FileAccess.CompressionMode]'s constants. [b]This method only accepts brotli, gzip, and deflate compression modes.[/b]
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This method is potentially slower than [method decompress], as it may have to re-allocate its output buffer multiple times while decompressing, whereas [method decompress] knows it's output buffer size from the beginning.
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This method is potentially slower than [method decompress], as it may have to re-allocate its output buffer multiple times while decompressing, whereas [method decompress] knows the size of its output buffer from the beginning.
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GZIP has a maximal compression ratio of 1032:1, meaning it's very possible for a small compressed payload to decompress to a potentially very large output. To guard against this, you may provide a maximum size this function is allowed to allocate in bytes via [param max_output_size]. Passing -1 will allow for unbounded output. If any positive value is passed, and the decompression exceeds that amount in bytes, then an error will be returned.
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[b]Note:[/b] Decompression is not guaranteed to work with data not compressed by Godot, for example if data compressed with the deflate compression mode lacks a checksum or header.
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</description>
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