This makes for easier organization since downloading a project
several times (or several different projects) will result in more
meaningful file names.
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
JavaScript callbacks created via the `JavaScript.create_callback` method
used to always return void.
With this patch they return the value returned by the Godot function as
one would expect.
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
Add `WARN_ON_UNDEFINED_SYMBOLS=0` for the main module (which defines
`godot_js_main` as extern coming from the "side" module, i.e. the main
Godot binary).
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes#44363.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
We don't get updates when the window is unfocused/minimized, so we must
detect the situation where the counted ticks start drifting away
resulting in more frames drawn than needed.
This commit adds a check to ensure that the target ticks do not drift
away more than one second.
See discussion in #43811, it was only implemented on iOS and even that
implementation was fairly limited. This would best be provided as plugins
for Android and iOS without cluttering the shared OS API.
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
Generates a key/cert snakeoil pair or use a custom SSL cert/key.
This is of course false security, and potentially detrimental for it.
But, so long, those are the requirements browser vendors agreed on to
use things like the Gamepad API, and more advanced topics like wasm
threads.
You don't need this if you run on localhost (at least!), but you do
need this (or a much safer nginx proxy) to try those things on your
local network (e.g. when debugging a phone, networking, etc).
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.
We were using `Content-Length` from the server when `Content-Encoding`
was not set (i.e. response was not compressed).
Sadly, in CORS requests accessing headers is restricted, and while
`Content-Length` is enabled by default, `Content-Encoding` is not.
This results in the impossibility of knowing if the content was
compressed, unless the server explicitly enabled the encoding header
via `Access-Control-Expose-Headers`.
To keep maximum compatibility we must disable `body_size` completely.
Promise chaining the emscripten module `then` function breaks it badly,
causing an infinite loop.
I'm unsure about the source of the issue, but most likely at this point
is due to the old emscripten version (I remember very old html5 builds
having issue with promise chaining too).
With this commit, we no longer use the module as a promise, and
instantiate it using `Promise` objects directly for compatibility.
`WebAssembly.instantiateStreaming` requires the mime-type to be
`application/wasm`, but some servers (including most debug servers) do
not provide the content-type header.
This commit forces it via JavaScript, by creating a `Response` object
with the `wasm` content, and explicitly defined `content-type` header.
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).
Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
It used to be updated before the first iteration, causing the
window/viewport size values to be incorrect during the initialization
phase (e.g. during the first `_ready` notification).
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.
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).
We used to have it like `$GODOT_VERSION` which caused inconsistencies
between different scons versions when substituting it.
It's now `@GODOT_VERSION@`, which is safe on both scons3 and scons4.
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.
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.
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
`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).
We used to only persist specific sub-folder of /home/web_user/ when
running the Web Editor. This resulted in bad UX about default project
creation path etc.
This PR makes the whole folder persistent, move the zip preloading to a
different folder (to avoid persisting it), and automatically prompt the
user to import it if present.