Threads are required for the web editor to function. If the web server
is not correctly configured, threads won't be available.
This makes troubleshooting easier for people looking to self-host
the web editor.
(cherry picked from commit 304a286502)
The logo's maximum width is now dependent on the viewport height
in addition to the page width. This prevents the "Start Godot editor"
button from overflowing the page on mobile devices (although the
"Clear persistent data" and "Web editor documentation" buttons will
still overflow for now).
(cherry picked from commit 34a4ff0cef)
Use an offline first approach, where we prefer the cached version over
the network one.
This forces games using PWA to always re-export the project and not just
the PCK, so that the service worker version gets updated correctly, and
the end-user cache is correctly cleared on update.
This makes for a more seamless-looking address bar/status bar
when using the web editor on a mobile device, either directly
in the brower or installed as a progressive web app.
This also specifies a theme color for the web editor's offline
fallback.
(cherry picked from commit 7ef459c2d7)
Default is "Auto", but can be forced to a specific WebGL version if the
automatic detection fails.
The game and editor canvas are now replaced with a new one in the exit
hooks. This helps the browser do some context cleanup, and allow us to
create a new context of a different type (WebGL/WebGL2).
Enable GLES3/WebGL2 in the Web Editor.
This provides a more coherent visual look with the rest of macOS.
Co-authored-by: Hazar <36481442+hazarek@users.noreply.github.com>
(cherry picked from commit 4589790348)
Replaced obsolete preprocessor check for simulator/device in C code.
Architecture can no longer be used to determine this with Apple Silicon.
The new code uses `TARGET_OS_SIMULATOR` from `TargetConditionals.h`.
We have some mono libs which can only be used in devide builds.
We were adding them as static libs. Previously it was only causing
warnings because missing arch for the simulator, but now this
is treated as an error.
To fix this we turn them into xcframeworks with dummy static libs
for the simulator and the actual ones for devices.
These are the entitlements we define for official macOS editor builds since
Godot 3.3.
Users making custom builds of the engine can use those files with `codesign` to
sign their own builds. E.g.:
```
codesign --force --timestamp \
--options=runtime --entitlements editor.entitlements \
-s <your key> -v osx_template.app
```
(cherry picked from commit 6999e332e4)
We used to only generate the favicon if it was specified in the user
project settings, now it's optional, will export it to `NAME.icon.png`,
(falling back to the default project icon if none is set in project
settings), and the `<link>` tag is added using the `$HEAD_INCLUDE`
instead of being hardcoded in the template.
Feature work in 3.x likely won't have a big impact on stability so we can skip
the dev/alpha phases and we'll start directly with a 3.4 beta 1 build once
significant changes have been implemented.
This modal dialog displayed when the page is loaded. It can be
dismissed permanently by clicking the "OK, don't show again" button.
Clicking outside the modal will only dismiss it once.
This dialog is used to remind people that the HTML5 editor is still in
release candidate stage and isn't considered production-ready yet.
(cherry picked from commit 8b08146894)
- Consistently use double quotes in the HTML markup.
- Define English language to assist screen readers and search engines.
- Add missing `alt` text for the logo image.
- Remove duplicate `id` for the preload project ZIP input.
(cherry picked from commit 197d391f08)
The `start_url` in the PWA manifest.json must be relative for it to
work in subfolders (like in the official Web Editor page).
(cherry picked from commit 85c1a41021)
We decided to rename the upcoming 3.2.4 release to 3.3 to better reflect that
it is a significant feature release, and not a maintenance update.
The `3.2` branch was also renamed to `3.x` and will now be the development
branch for future 3.x releases (3.3, 3.4, etc.).
With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.
This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).
(cherry picked from commit f1e810adcb)
This allows to install it as an app, and provide offline support (after
the first run).
Practically, this boils down to adding a JSON file as a manifest, an
offline page to be displayed when the cached files are not avaialble,
and a JS file to cache resources and return them.
The reason for the "first run requirements" is that some browsers, will
emit an "install" by just visiting the page (to see if the JS code is
compatibile), and we do not want to force casual visitors to just
download the 10 MiB+ compressed editor WebAssembly file without pressing
the start button.
Special thanks to Hugo Locurcio (Calinou) for the initial work.