Rémi Verschelde
d52b70fb5e
SCons: Always use env.Prepend for CPPPATH
...
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
2019-04-30 13:12:06 +02:00
Fabio Alessandrelli
6a1bf006a3
Move IDHandler JS module to platform from Websock
2019-04-12 12:41:49 +02:00
Hendrikto
49a81308c0
Remove unused imports
2019-04-06 18:05:05 +02:00
Rémi Verschelde
f1b01c96b9
HTML5: Fix ETC export for GLES2 fallback on mobile
2019-03-11 16:49:33 +01:00
volzhs
8920bb8c1b
Fix directory check when exporting project
...
Fix #26702
2019-03-06 21:20:18 +09:00
Rémi Verschelde
b4d5c1ab5b
Merge pull request #26633 from akien-mga/driver-fallback-etc
...
Disable driver fallback to GLES2 by default
2019-03-06 00:57:49 +01:00
Rémi Verschelde
2e79ec973f
Merge pull request #26626 from rluders/misleading-error-message-export
...
Fixing misleading error message when trying to export
2019-03-05 22:55:16 +01:00
Ricardo Lüders
3fdbdd8380
Fixes misleading error message when trying to export
...
This patch fixes the misleading error message when users
try to "export all" into an invalid destination path.
Closes #26539
2019-03-05 21:32:52 +01:00
Rémi Verschelde
b0f782a0e3
Disable driver fallback to GLES2 by default
...
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.
By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.
When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.
Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).
Fixes #26569 .
2019-03-05 16:36:46 +01:00
bruvzg
75d75c68c4
Fix HTML5 quick preview URL
2019-03-05 15:48:11 +02:00
Rémi Verschelde
9d002442b2
Improve VRAM texture compression checks for mobile/web
...
For HTML5, we need to support S3TC if running on desktop,
and ETC or ETC2 for mobile, so make this explicit.
Add logic to check for ETC2 support on GLES3,
and remove incorrect ETC feature for GLES3 on Android.
Fix ETC check invalidating templates on HTML5.
Fixes #26476 .
2019-03-03 13:24:08 +01:00
Rémi Verschelde
1807e0f135
SCons: Move platform-specific Opus config to its module
2019-03-02 10:30:25 +01:00
Juan Linietsky
f669ebeeaf
-Properly handle missing ETC support on export
...
-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
2019-02-26 18:45:06 -03:00
Juan Linietsky
5eeb06ffd1
-Remove harcoded opengl extension testing from OS, ask rasterizer instead.
...
-Fixed a bug where etc textures were imported broken
2019-02-26 11:58:47 -03:00
Leon Krause
76522624cb
Use stdout/-err for all messages in HTML5 platform
2019-02-24 04:56:34 +01:00
Leon Krause
81554dac61
Fix file preloading warning in HTML5 platform
2019-02-23 20:06:22 +01:00
Rémi Verschelde
5fc86026ca
Fix typos with codespell
...
Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
Juan Linietsky
a089061120
Fix pixelized previews, but also instances of breaking ImageTexture cache. Closes #25378 .
2019-01-27 13:41:47 -03:00
Leon Krause
6939a03255
Allow requesting full screen during start-up in HTML5 platform
2019-01-23 03:42:17 +01:00
Rémi Verschelde
2323464f5e
ExportDialog: Make error messages translatable
...
Also fix missing newlines that caused #24202 .
2019-01-21 18:34:53 +01:00
Leon Krause
8f1669e771
Deal with Google's HTML5 autoplay policy
...
Resume audio context after mouse, touch or key input.
2019-01-20 14:25:15 +01:00
Rémi Verschelde
f0035b7cc7
Merge pull request #25150 from eska014/html5-warning
...
Fix HTML5 build warning
2019-01-20 09:25:21 +01:00
Leon Krause
db6be7b59f
Refactor OS_JavaScript header
2019-01-20 00:13:20 +01:00
Leon Krause
0d47dccda9
Fix HTML5 gamepad logic for Emscripten 1.38.22 compat breakage
2019-01-20 00:07:31 +01:00
Guilherme Felipe
86d626e9cb
Implements OS_JavaScript::set_custom_mouse_cursor
2019-01-03 13:51:16 -02:00
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
5f32fc8208
Merge pull request #20385 from moiman100/unify-double-clicking
...
Added double clicking to all buttons on Linux and Javascript
2018-12-14 23:47:03 +01:00
Rémi Verschelde
57c3f6a94b
Merge pull request #20063 from moiman100/fix-button-mask
...
Unified button mask behavior across platforms
2018-12-14 23:31:52 +01:00
Marcelo Fernandez
3a702b3ed8
Implemented audio input support for JavaScript audio driver
2018-11-26 19:14:52 -03:00
Rémi Verschelde
5beaea9891
Merge pull request #23389 from marcelofg55/multiple_ext
...
Export for OS X on OS X now lets you select .dmg or .zip
2018-11-02 11:07:18 +01:00
Marcelo Fernandez
d51999f11d
Export for OS X on OS X now lets you select .dmg or .zip
2018-11-01 10:08:26 -03:00
Rémi Verschelde
39a5678c38
Merge pull request #23387 from eska014/memgrowth-preload
...
Enable --no-heap-copy flag for HTML5 builds
2018-10-29 23:43:11 +01:00
Leon Krause
5c2c47a174
Add proper stubs for OS_JavaScript::execute(), get_process_id(), kill()
...
Avoids linker warnings and errors about undefined references.
2018-10-29 21:41:59 +01:00
Leon Krause
44e5d446c4
Enable --no-heap-copy flag for HTML5 builds
2018-10-29 21:08:51 +01:00
Zaven Muradyan
61d5513525
Add comments to javascript wrapper parts.
...
The code in pre.js and engine.js is a bit confusing to see in isolation,
since the files aren't valid JS files by themselves. This just adds some
explanatory text to both files.
Fixes #22937 .
2018-10-15 08:56:44 -07:00
Leon Krause
d93050d8a2
Fix compiler warnings in HTML5 platform
2018-10-02 02:49:32 +02:00
muiroc
d6711701f6
Fix build for Javascript platform
2018-10-01 21:46:37 +02:00
Leon Krause
42c6a67dca
Implement OS::set_icon in HTML5 platform
2018-09-16 20:46:21 +02:00
Rémi Verschelde
1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
...
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz
08bde5b2de
Misc. typos
...
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
Rémi Verschelde
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
...
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Leon Krause
cd7c0f67b9
Fix HTML5 gamepad input
2018-08-30 03:42:02 +02:00
Rémi Verschelde
57ba7caa6d
Merge pull request #21511 from eska014/webm-nomt
...
Fix WebM and Theora video in HTML5 export
2018-08-28 07:56:52 +02:00
Leon Krause
b4b816c122
Enable Theora module for HTML5 platform
2018-08-28 01:56:47 +02:00
Hein-Pieter van Braam
08f452d1a9
Fall back to GLES2 if GLES3 is not working
...
This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.
This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.
We also no longer crash when GLES3 is not functioning on a platform.
This fixes #15324
2018-08-26 16:40:46 +02:00
Rémi Verschelde
cef310e0ea
Merge pull request #21336 from eska014/html5-new-presentation
...
Add responsive HTML5 export page with full-size canvas as new default
2018-08-24 00:10:46 +02:00
Rémi Verschelde
8ebe5f45a7
Merge pull request #21332 from dragmz/apk-hint-fix
...
Fix file hints
2018-08-23 23:35:58 +02:00
Marcin Zawiejski
3c4c8c40db
Fix file hints
...
Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
2018-08-23 22:18:59 +02:00
Rémi Verschelde
b90dff787c
Merge pull request #21330 from eska014/html5-canvas-resize
...
Facilitate external modification of HTML5 canvas size
2018-08-23 21:48:27 +02:00
Leon Krause
86d9e67d7a
Add responsive HTML5 export page with full-size canvas as new default
2018-08-23 21:28:09 +02:00
Leon Krause
6e8b6be136
Facilitate external modification of HTML5 canvas size
2018-08-23 04:54:36 +02:00
elasota
35f6ba5c5d
BPTC support
2018-08-21 22:56:04 -04:00
Leon Krause
e9cb03f33e
Merge pull request #20922 from kripken/err
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HTML5: use console.warn instead of Module.printErr
2018-08-21 03:34:21 +02:00
Alessandro
9c1fd91732
fix Android/HTML5 custom templates option does not work
2018-08-20 17:38:23 +02:00
Mikko Mustonen
51fa23a52a
Added double clicking to all buttons
2018-08-12 12:41:31 +03:00
Alon Zakai (kripken)
71c03883b5
use console.warn instead of Module.printErr: emscripten no longer exports printErr by default, and instead err() should be used in code seen by the optimizer; however, as Godot only runs on the Web (and not in node.js or elsewhere), using console.warn directly is good enough, and will work in all versions if emscripten
2018-08-11 09:49:19 -07:00
Hein-Pieter van Braam
0e29f7974b
Reduce unnecessary COW on Vector by make writing explicit
...
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Juan Linietsky
c69de2ba46
-Project/Editor settings now use new inspector
...
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
mm
bd9c592c52
Fixed button mask behavior
2018-07-11 01:15:03 +03:00
Leon Krause
b6ae2d8037
Refactor OS_JavaScript
2018-07-10 16:57:56 +02:00
unknown
9cc41a59ac
Added support for extra mouse buttons.
2018-07-09 14:34:19 +03:00
Hugo Locurcio
53e94a1ce1
Optimize images losslessly using oxipng -o6 --strip all --zopfli
2018-06-28 19:17:41 +02:00
Leon Krause
8d3ca2c137
Detect channel count, mix rate, and buffer length in HTML5 audio driver
...
Refactor WebAudio driver.
2018-06-08 02:50:58 +02:00
Max Hilbrunner
0c56e011ad
Javascript: Remove weird log
2018-05-24 20:18:21 +02:00
Leon Krause
975c0516a4
Build HTML5 release_debug with -Os, like release.
...
The increased build time is negligible in comparison to the decreased
file size.
2018-05-14 15:31:16 +02:00
Leon Krause
504ffda8d7
Small refactoring in HTML5 build scripts
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Drop logic for non-existent 'profile' target
2018-05-14 15:30:27 +02:00
Rémi Verschelde
a415efa4b7
Merge pull request #18765 from eska014/enginejs-extalt
...
Facilitate using non-default filename extensions in HTML5 platform
2018-05-10 21:57:07 +02:00
Max Hilbrunner
486ec499f3
Merge pull request #18766 from eska014/html5-localcustomshell
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Use local path for custom HTML5 shell export
2018-05-10 16:51:13 +02:00
Leon Krause
d1970888d3
Use local path for custom HTML5 shell export
2018-05-10 15:31:44 +02:00
Leon Krause
96f907c023
Accept non-default main packs in engine.js startGame()
...
Allows using startGame() with main packs exported as .zip, but also any
other custom extension, for example if a web game host does not allow
the .pck filename extension.
2018-05-10 15:08:19 +02:00
Max Hilbrunner
f20af4b632
Merge pull request #18753 from eska014/html5-iframefocus
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Fix keyboard focus lock-out with HTML5 canvas in iframe
2018-05-10 15:01:24 +02:00
Leon Krause
32eb3e1b7d
Add Engine.setWebAssemblyFilenameExtension()
...
Some web game hosts only allow certain filename extensions. If .wasm is
not allowed, this function allows overriding the WebAssembly filename
extension to work around that restriction.
2018-05-10 14:50:34 +02:00
Leon Krause
9080e96bc8
Fix keyboard focus lock-out with HTML5 canvas in iframe
2018-05-10 02:42:47 +02:00
Leon Krause
d78b10313b
Fix relative mouse motion when captured in HTML5 platform
2018-05-10 01:02:48 +02:00
Pedro J. Estébanez
de9d40a953
Implement universal translation of touch to mouse
...
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
** Summary of changes to settings: **
- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-04-30 19:03:38 +02:00
Rémi Verschelde
919209907d
Merge pull request #17792 from eska014/enginejs-preloadpaths
...
Handle directories in engine.js preloadFile()
2018-04-04 22:26:14 +02:00
Rémi Verschelde
3ef85ddb8d
Merge pull request #17836 from eska014/detect-emconfig
...
Detect and configure JavaScript build per Emscripten configuration file
2018-04-03 10:33:33 +02:00
Fabio Alessandrelli
b8c73b195f
Fix bug in HTML5 HTTPClient.
...
The URL parameter already has a slash, adding an extra one results in
an invalid resource path
2018-03-30 14:31:18 +02:00
Leon Krause
5be7c3dcee
Detect and configure JavaScript build per Emscripten configuration file
2018-03-29 04:07:23 +02:00
Leon Krause
3014e48ec5
Fix engine.js startGame() when loading from directory
2018-03-27 11:26:34 +02:00
Leon Krause
d373029382
Allow custom path when using engine.js preloadFile() with URL
2018-03-27 11:26:29 +02:00
Leon Krause
6f1bddf4b5
Fix engine.js preloadFile() with directories
2018-03-27 11:26:25 +02:00
Leon Krause
63c7fc6358
Expose Emscripten libs to engine.js discreetly
2018-03-27 09:12:08 +02:00
Leon Krause
d8d9eea722
Refactor JavaScript platform build script
2018-03-26 19:46:56 +02:00
Leon Krause
25800ffb0e
Add RWLockDummy for NO_THREADS builds
2018-03-20 05:37:42 +01:00
Leon Krause
d6c9d8d778
Disable Emscripten assertions in release_debug builds
...
The messages generated by some assertions can be confusing to users.
2018-03-18 21:33:54 +01:00
Leon Krause
e06a56eac8
Fix typo in engine.js
2018-03-16 15:40:00 +01:00
Leon Krause
61026e62bf
Check only for WebGL 1.0, move test to HTML file
...
Whether to use WebGL 1.0 or 2.0 can only be determined at runtime after
reading project settings, so check for the lower version.
The test is now in the HTML file, so if desired WebGL 2.0 can be
checked early by changing the behaviour there.
2018-03-15 04:04:24 +01:00
Leon Krause
802b6d3669
Reinstate WebGL 1.0 driver in HTML5 platform
2018-03-07 20:38:14 +01:00
Marcelo Fernandez
d780d774aa
Clean and expose get_audio/video_driver_* funcs on OS class
2018-03-04 14:18:05 -03:00
Rémi Verschelde
df522cf4e1
Merge pull request #16781 from eska014/html5-httpc
...
HTML5 HTTPClient fixes
2018-02-17 19:00:55 +01:00
Leon Krause
98039909f2
Flush HTTPClient response data only on request/close in HTML5 platform
2018-02-17 18:13:05 +01:00
Leon Krause
ca9fa9cca8
Warn when polling HTTPClient synchronously in HTML5 platform
2018-02-17 18:12:50 +01:00
Leon Krause
2cd7bc04ea
Disable insecure HTTP methods CONNECT and TRACE in HTML5 platform
2018-02-17 16:56:40 +01:00
Leon Krause
8a21f27f54
Fix HTML5 HTTPClient response header retrieval
2018-02-16 05:38:36 +01:00
Leon Krause
9ea4452d21
Fix HTML5 HTTPClient failure detection
2018-02-16 05:11:25 +01:00
Fabio Alessandrelli
9e2b1b3b00
Disabled mbedtls module in javascript platform
2018-02-14 01:26:34 +01:00
Fabio Alessandrelli
6fcc8b7e1f
Deleting OpenSSL module and library
2018-02-14 01:26:34 +01:00
Rémi Verschelde
8afe5b4d9f
Merge pull request #16059 from eska014/html5-notls
...
Disable OpenSSL module in HTML5 platform by default
2018-01-25 09:14:50 +01:00
Leon Krause
4a3aaaf276
Disable OpenSSL module in HTML5 platform by default
2018-01-25 09:07:07 +01:00
Leon Krause
dcc55bad20
Fix HTML5 JS API setResizeCanvasOnStart
2018-01-24 05:08:35 +01:00
x1212
eec2218e7c
HTML export: Make s3tc the standard Texture Format
2018-01-20 15:20:26 +01:00
Leon Krause
bd1750c076
Wrap Emscripten module into JS Engine singleton per SCons
...
Emscripten's meta DCE changes in 1.37.27(/28?) make it impossible to
keep using --pre-js for this
2018-01-13 19:40:59 +01:00
Leon Krause
5a1156347d
Fix HTML5 feature tags
...
'HTML5' is the platform tag, the 'JavaScript' tag indicates availability of
the JavaScript.eval singleton.
Also report texture compression support.
2018-01-12 00:32:17 +01:00
Rémi Verschelde
4ab4001ab2
Merge pull request #15447 from eska014/html5-optmode
...
Build WebAssembly release module with -Os to decrease file size
2018-01-07 17:47:15 +01:00
Leon Krause
4211e4453e
Build WebAssembly module with -Os to decrease file size
2018-01-07 17:43:06 +01:00
Leon Krause
2dbf8251bc
Initialize WebGL context in OS
2018-01-07 15:49:48 +01:00
Rémi Verschelde
b33bf23c6a
Merge pull request #15422 from eska014/html5-logger
...
Print without color control sequences in HTML5 platform
2018-01-07 00:30:58 +01:00
Leon Krause
efdca59a03
HTML5: Print without color control sequences
2018-01-07 00:04:09 +01:00
Leon Krause
cf5b074a95
Fix internal Emscripten JS API calls
...
Emscripten 1.37.24 no longer exports these by default
2018-01-06 15:53:04 +01:00
Guilherme Silva
ea02c62345
Add missing method for javascript
2018-01-05 13:37:31 -02:00
Rémi Verschelde
e4213e66b2
Add missing copyright headers and fix formatting
...
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Duy-Nguyen TA
322cb08dd9
Fix macOS and other builds after #15299
...
Commit ammended by @akien-mga to fix more platforms.
2018-01-04 19:48:05 +01:00
Artem Varaksa
76b5f8b0df
Fixed missing parenthesis
2018-01-04 19:31:35 +03:00
Rémi Verschelde
d78335d87f
Add missing translation in Javascript export dialog
...
Also remove newlines from translated strings.
2018-01-04 16:08:24 +01:00
Emmanuel Leblond
e315c94900
Change OS::initialize signature to return Error (fix segfault on x11)
2018-01-04 15:15:55 +01:00
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
...
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde
a68d15d509
Merge pull request #14597 from NathanWarden/linux_extensions
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Updated Linux template extensions to match architecture.
2017-12-16 13:05:18 +01:00
Fabio Alessandrelli
206275f3e7
Fix javascript build error and improve #14604
2017-12-15 15:35:18 +01:00
mhilbrunner
966c054fc9
HTTP cleanup & better defaults
2017-12-14 10:59:42 +01:00
Nathan Warden
f89d78a7a4
Updated Linux template extensions to match architecture.
2017-12-12 16:09:48 -05:00
Rémi Verschelde
13c2ff9320
Style: Apply new clang-format 5.0 style to all files
2017-12-07 08:02:00 +01:00
Rémi Verschelde
76725b6c1f
Merge pull request #13387 from rraallvv/refactor
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Add target helper functions and refactor (master)
2017-11-29 08:54:59 +01:00
Rhody Lugo
a65c0939fd
disable caching for targets using helper functions
2017-11-28 23:24:12 -04:00
Leon Krause
640d8cc5d2
Fix inverted relative mouse motion in HTML5 export
2017-11-29 00:56:47 +01:00
Rémi Verschelde
e1cf789593
Merge pull request #13278 from eska014/jseval-returntypes
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Remove contrived JavaScript.eval() return types
2017-11-25 15:59:43 +01:00
Leon Krause
8de25d6e62
Remove contrived JavaScript.eval return types
2017-11-25 15:38:02 +01:00
Juan Linietsky
bc2e8d99e5
Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
...
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Ruslan Mustakov
d42c5646a5
Return and repair file logging
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And make it configurable, too.
2017-11-21 16:43:44 +07:00
Ruslan Mustakov
8f0f327f02
Allow configuring iOS export
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- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
2017-11-21 01:16:49 +07:00
Rémi Verschelde
fa8bc8ef13
Merge pull request #13061 from eska014/html5-export
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Export boot splash image and add option for custom HTML shell file in HTML5 export
2017-11-20 08:59:23 +01:00
Rémi Verschelde
ecf80fbbba
Merge pull request #12988 from akien-mga/xdg-home-paths
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Add support for XDG Base Directory spec
2017-11-20 00:42:51 +01:00
Leon Krause
ae859fb81e
Export boot splash and add custom HTML file option in HTML5 export
2017-11-20 00:06:11 +01:00
Rémi Verschelde
6e3f2f44af
Use new XDG folders to dehardcode paths
2017-11-19 20:54:26 +01:00
Rémi Verschelde
f0795ae2fe
Merge pull request #13044 from eska014/enginejs
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Change HTML5 start-up API
2017-11-19 20:18:00 +01:00
Rémi Verschelde
992a40a50d
Merge pull request #12961 from eska014/platform-doc
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Facilitate documenting platform-exclusive classes
2017-11-19 16:19:47 +01:00
Leon Krause
35adf718cf
Change HTML5 start-up API
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Rename engine.start() to startGame(), new start() takes string arguments
handed directly to main(). Rename Engine.loadEngine() to load().
Add setLocale(), setResizeCanvasOnStart(), setExecutableName() and
preloadFile().
2017-11-19 15:39:57 +01:00
Leon Krause
ddf21ca016
Remove asm.js support from HTML5 platform
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Since WebGL 2.0 is required, requiring WebAssembly support as well has
little impact on compatibility.
2017-11-18 05:52:14 +01:00
Leon Krause
63b1a096eb
Facilitate exposing platform-exclusive interfaces to all platforms
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This makes the interfaces available, without implementation, in other
platforms and the editor, which facilitates documenting platform-exclusive
classes.
Platform-exclusive APIs must be set up in platform/<platform>/api/api.cpp.
Provide noop method-implementations where necessary.
Also setup and document the HTML5 platform's JavaScript singleton.
2017-11-18 03:54:21 +01:00
Rémi Verschelde
ad199c3964
EditorSettings: Rename settings_path to settings_dir
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Also to prepare for upcoming refactoring for XDG support.
2017-11-17 20:55:09 +01:00
Rémi Verschelde
73049d115e
Rename OS::get_data_dir to OS::get_user_data_dir
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Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
2017-11-17 20:55:09 +01:00
Leon Krause
6b34f10ab1
Fix HTML5 HTTPClient includes
2017-11-15 23:02:36 +01:00
Leon Krause
9b7b46143d
Move singleton management from ProjectSettings to Engine
2017-11-14 15:15:13 +01:00
Leon Krause
159c2ec69c
Fix HTML5 mouse button release events
2017-11-13 16:14:08 +01:00
Rémi Verschelde
0dd96bccd3
Merge pull request #12867 from eska014/html5-http
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Implement HTTPClient in HTML5 platform
2017-11-13 08:32:32 +01:00
Leon Krause
2970061a73
Implement HTTPClient in HTML5 platform
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Limitations:
- Subject to same-origin policy
- No persistent connection (but simulated for compatibility)
- No blocking mode
- No StreamPeer access
- No chunked responses
- Cannot disable host verification
2017-11-13 00:58:29 +01:00
Juan Linietsky
d09160a8b6
Make video mode initialization more intuitive, fixes #12022
2017-11-09 13:02:26 -03:00
Rémi Verschelde
e20241c02c
Merge pull request #12691 from eska014/webaudio
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Fix WebAudio and HTML5 build
2017-11-06 09:36:13 +01:00
Leon Krause
1a5d3c26db
Fix WebAudio and HTML5 build
2017-11-06 00:25:57 +01:00
Juan Linietsky
7715a261d5
Merge pull request #12262 from AndreaCatania/pplug
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Physics server plug
2017-11-03 23:39:44 -03:00