This allow the loading bar to be much more reliable, even in cases where
realible stream loading status is not detectable (server-side
compression, chunked encoding).
A template for `jsdoc` that generat the HTML5 public classref.
The script can be run via `npm run docs` to print to stdout.
You can dry run via `npm run docs -- --d dry-run` or write to file via
`npm run docs -- -d /path/to/file.rst`
Also update Makefile in `doc/` and add dry run test to CI.
(cherry picked from commit 472482013e)
This commit also removes the utils.js engine file, moving some of it's
content to config.js and some to engine.js .
(cherry picked from commit 018ee5a4dc)
Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.
Use `None` if you want to control the canvas size with custom JavaScript
code.
`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
Working, with emscripten > 2.0.9
Yes, the unreleased version. 2.0.9 works, but throws and error due to a
bug in emscripten with the thirdparty ENet library.
The issue is fixed upstream so newer releases will work.
Initial work to make liniting easier.
This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.