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-rw-r--r--doc/classes/DisplayServer.xml2
-rw-r--r--doc/classes/HTTPClient.xml1
-rw-r--r--doc/classes/HTTPRequest.xml6
-rw-r--r--doc/classes/ProjectSettings.xml11
-rw-r--r--doc/classes/Window.xml2
-rw-r--r--platform/javascript/audio_driver_javascript.cpp2
-rw-r--r--platform/javascript/native/library_godot_audio.js2
7 files changed, 17 insertions, 9 deletions
diff --git a/doc/classes/DisplayServer.xml b/doc/classes/DisplayServer.xml
index 53776b7752..1d437739e2 100644
--- a/doc/classes/DisplayServer.xml
+++ b/doc/classes/DisplayServer.xml
@@ -1108,6 +1108,8 @@
<constant name="WINDOW_MODE_MAXIMIZED" value="2" enum="WindowMode">
</constant>
<constant name="WINDOW_MODE_FULLSCREEN" value="3" enum="WindowMode">
+ Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
+ Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
</constant>
<constant name="WINDOW_FLAG_RESIZE_DISABLED" value="0" enum="WindowFlags">
</constant>
diff --git a/doc/classes/HTTPClient.xml b/doc/classes/HTTPClient.xml
index 9dc38b018a..c308caab50 100644
--- a/doc/classes/HTTPClient.xml
+++ b/doc/classes/HTTPClient.xml
@@ -9,6 +9,7 @@
A [HTTPClient] should be reused between multiple requests or to connect to different hosts instead of creating one client per request. Supports SSL and SSL server certificate verification. HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "try again, but over here"), 4xx something was wrong with the request, and 5xx something went wrong on the server's side.
For more information on HTTP, see https://developer.mozilla.org/en-US/docs/Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools.ietf.org/html/rfc2616).
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
+ [b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.
</description>
<tutorials>
<link title="HTTP client class">https://docs.godotengine.org/en/latest/tutorials/networking/http_client_class.html</link>
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index 04429d587f..6c3d0102b9 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -65,11 +65,9 @@
texture_rect.texture = texture
[/codeblock]
- [b]Gzipped response bodies[/b]
- HttpRequest will automatically handle decompression of response bodies.
- A "Accept-Encoding" header will be automatically added to each of your requests, unless one is already specified.
- Any response with a "Content-Encoding: gzip" header will automatically be decompressed and delivered to you as a uncompressed bytes.
+ [b]Gzipped response bodies[/b]: HTTPRequest will automatically handle decompression of response bodies. A [code]Accept-Encoding[/code] header will be automatically added to each of your requests, unless one is already specified. Any response with a [code]Content-Encoding: gzip[/code] header will automatically be decompressed and delivered to you as uncompressed bytes.
[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, keep in mind the remote server may not allow requests from foreign origins due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]. If you host the server in question, you should modify its backend to allow requests from foreign origins by adding the [code]Access-Control-Allow-Origin: *[/code] HTTP header.
+ [b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an error.
</description>
<tutorials>
<link title="Making HTTP requests">https://docs.godotengine.org/en/latest/tutorials/networking/http_request_class.html</link>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 856c2e7c37..7ca2dae4d7 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -435,19 +435,24 @@
If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
</member>
<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
- Force the window to be always on top.
+ Forces the main window to be always on top.
+ [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/borderless" type="bool" setter="" getter="" default="false">
- Force the window to be borderless.
+ Forces the main window to be borderless.
+ [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/fullscreen" type="bool" setter="" getter="" default="false">
- Sets the window to full screen when it starts.
+ Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
+ Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
+ [b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/height" type="int" setter="" getter="" default="600">
Sets the game's main viewport height. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.
</member>
<member name="display/window/size/resizable" type="bool" setter="" getter="" default="true">
Allows the window to be resizable by default.
+ [b]Note:[/b] This setting is ignored on iOS and Android.
</member>
<member name="display/window/size/test_height" type="int" setter="" getter="" default="0">
If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.
diff --git a/doc/classes/Window.xml b/doc/classes/Window.xml
index c1a991fca1..a0711b4214 100644
--- a/doc/classes/Window.xml
+++ b/doc/classes/Window.xml
@@ -362,6 +362,8 @@
<constant name="MODE_MAXIMIZED" value="2" enum="Mode">
</constant>
<constant name="MODE_FULLSCREEN" value="3" enum="Mode">
+ Fullscreen window mode. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
+ Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
</constant>
<constant name="FLAG_RESIZE_DISABLED" value="0" enum="Flags">
</constant>
diff --git a/platform/javascript/audio_driver_javascript.cpp b/platform/javascript/audio_driver_javascript.cpp
index 6ea948004e..006552a188 100644
--- a/platform/javascript/audio_driver_javascript.cpp
+++ b/platform/javascript/audio_driver_javascript.cpp
@@ -100,7 +100,7 @@ Error AudioDriverJavaScript::init() {
int latency = GLOBAL_GET("audio/output_latency");
channel_count = godot_audio_init(mix_rate, latency);
- buffer_length = closest_power_of_2((latency * mix_rate / 1000) * channel_count);
+ buffer_length = closest_power_of_2(latency * mix_rate / 1000);
buffer_length = godot_audio_create_processor(buffer_length, channel_count);
if (!buffer_length) {
return FAILED;
diff --git a/platform/javascript/native/library_godot_audio.js b/platform/javascript/native/library_godot_audio.js
index d300280ccd..4e7f3e2af5 100644
--- a/platform/javascript/native/library_godot_audio.js
+++ b/platform/javascript/native/library_godot_audio.js
@@ -47,7 +47,7 @@ var GodotAudio = {
godot_audio_init: function(mix_rate, latency) {
GodotAudio.ctx = new (window.AudioContext || window.webkitAudioContext)({
sampleRate: mix_rate,
- latencyHint: latency
+ // latencyHint: latency / 1000 // Do not specify, leave 'interactive' for good performance.
});
return GodotAudio.ctx.destination.channelCount;
},