Age | Commit message (Collapse) | Author |
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This makes for a more seamless-looking address bar/status bar
when using the web editor on a mobile device, either directly
in the brower or installed as a progressive web app.
This also specifies a theme color for the web editor's offline
fallback.
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Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.
This will need to be addressed in a separate PR.
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Default is "Auto", but can be forced to a specific WebGL version if the
automatic detection fails.
The game and editor canvas are now replaced with a new one in the exit
hooks. This helps the browser do some context cleanup, and allow us to
create a new context of a different type (WebGL/WebGL2).
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Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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No longer used in 3.3+.
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Adds possibility to export as a progressive web app.
Allows customizing base icons, display mode, orientation and offline
page.
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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.
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Add a welcome dialog to the HTML5 editor
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- Consistently use double quotes in the HTML markup.
- Define English language to assist screen readers and search engines.
- Add missing `alt` text for the logo image.
- Remove duplicate `id` for the preload project ZIP input.
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Update name and description to clarify it's the web version.
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This modal dialog displayed when the page is loaded. It can be
dismissed permanently by clicking the "OK, don't show again" button.
Clicking outside the modal will only dismiss it once.
This dialog is used to remind people that the HTML5 editor is still in
release candidate stage and isn't considered production-ready yet.
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The `start_url` in the PWA manifest.json must be relative for it to
work in subfolders (like in the official Web Editor page).
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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).
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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.
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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.
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- Darken the header tab background to match the default editor
background color.
- Hide the distracting focus outlines for the editor and game canvas.
- Use a pure black background for the game canvas to better distinguish it
from the editor and provide a more neutral background.
- Use a bold font weight for the Start Godot editor button on the
loader page.
- Link to the web editor documentation on the loader page.
- Clarify what happens when clicking "OK" in the persistent data removal
warning dialog.
- Tidy up the HTML template by removing obsolete attributes.
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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.
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Was broken after update to new persistent path "/home/web_user".
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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.
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Side and GDNative libraries are now added by engine.js , the dynlink pre
js had been deleted.
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This also tweaks the focus style to apply to all elements for
better keyboard navigation.
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The logo can no longer overflow the viewport.
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They didn't show up at all in the rendered PNG, but were pretty annoying when working with Gobot face on Inkscape
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This "breaks" our loading bar logic (libraries are not counted).
Fixing it is non trivial and probably deserves investigating a different
strategy.
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This makes the project title display without having to wait for
the project to finish loading.
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This makes the project icon display immediately as a favicon when
opening the page, without having to wait for the project to finish
loading.
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game is loaded.
(cherry picked from commit a5a413c7e971808576bbcf369e91208b51d0d819)
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Facilitate using non-default filename extensions in HTML5 platform
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Allows using startGame() with main packs exported as .zip, but also any
other custom extension, for example if a web game host does not allow
the .pck filename extension.
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