Warnings raised by Emscripten 1.38.0 and MinGW64 5.0.4 / GCC 8.3.0.
JS can now build with `werror=yes warnings=extra`.
MinGW64 still has a few warnings to resolve with `warnings=extra`,
and only one with `warnings=all`.
Part of #29033 and #29801.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
Being async, the first time a value is pasted GUI elements will still
return the previous one.
This at least until 'clipboardchange' window event gets implemented by
user agents.
Listen to paste events to update local clipboard.
CTRL+V still not working out of the box.
To do that, We would need to change how we handle keypress, most likely
making it worse and less safe. In the end, I'm not sure we can fix it
properly for now. Maybe in the future, with the Clipboard API, support
of which is still pretty limited on chrome, and only available to
extensions in Firefox.
For now, you can paste via:
- Browser bar -> Edit -> Paste.
- Middle mouse click (Linux only, copies secondary clipboard).
And THEN press CTRL+V
Those were disable to keep size small, and on Android avoid the dependency on the STL,
but for tools build (editor) this is not really a concern.
Note: as of today it's not possible to build tools=yes for those platforms, but this
change is one of the necessary steps to enable it.
Fixes#25262.
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).
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.
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.
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.