diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-03-26 20:27:36 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-03-26 20:27:36 +0100 |
commit | 93b7a85c98746ca7fefafa88dc1797de9867a521 (patch) | |
tree | b0590f5b1ebcd2e70e6cd803aa71161100b96045 /platform/javascript | |
parent | 188ca5470b11222f3caf27082cfadce861dbaa60 (diff) |
HTML5: Explain why export templates are missing
Same for UWP.
This is skipped in DEV_ENABLED builds so contributors can still test
the export pipeline (and CI still compiles it on debug builds).
Diffstat (limited to 'platform/javascript')
-rw-r--r-- | platform/javascript/export/export_plugin.cpp | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/platform/javascript/export/export_plugin.cpp b/platform/javascript/export/export_plugin.cpp index 4448acccc2..84694461cf 100644 --- a/platform/javascript/export/export_plugin.cpp +++ b/platform/javascript/export/export_plugin.cpp @@ -360,6 +360,15 @@ Ref<Texture2D> EditorExportPlatformJavaScript::get_logo() const { } bool EditorExportPlatformJavaScript::can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const { +#ifndef DEV_ENABLED + // We don't provide export templates for the HTML5 platform currently as there + // is no suitable renderer to use with them. So we forbid exporting and tell + // users why. This is skipped in DEV_ENABLED so that contributors can still test + // the pipeline once we start having WebGL or WebGPU support. + r_error = "The HTML5 platform is currently not supported in Godot 4.0, as there is no suitable renderer for it.\n"; + return false; +#endif + String err; bool valid = false; ExportMode mode = (ExportMode)(int)p_preset->get("variant/export_type"); |