The engine now expects to emscripten FS to be setup and sync-ed before
main is called. This is exposed via `Module["initFS"]` which also allows
to setup multiple persistence paths (internal use only for now).
Additionally, FS syncing is done **once** for every loop if at least one
file in a persistent path was open for writing and closed, and if the FS
is not syncing already.
This should potentially fix issues reported by users where "autosave"
would not work on the web (never calling `syncfs` because of too many
writes).
- Refactored the Engine code, splitted across files.
- Use MODULARIZE option to build emscripten code into it's own closure.
- Optional closure compiler run for JS and generated code.
- Enable lto support (saves ~2MiB in release).
- Can now build with tools=yes (not much to see yet).
- Dropped some deprecated code for older toolchains.
- Add onExit, and onExecute JS function.
- Add files drag and drop support.
- Add support for low precessor usage mode (via offscreen render, swap).
It was removed as noted in the changelog:
https://github.com/emscripten-core/emscripten/blob/1.39.5/ChangeLog.md#v1395-12202019
> Removed `timestamp` field from mouse, wheel, devicemotion and
> deviceorientation events. The presence of a `timestamp` on these
> events was slightly arbitrary, and populating this field caused
> a small profileable overhead that all users might not care about.
> It is easy to get a timestamp of an event by calling
> `emscripten_get_now()` or `emscripten_performance_now()` inside
> the event handler function of any event.
Fixes#34648.
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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.
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.
-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
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.
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.
Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.