Age | Commit message (Collapse) | Author |
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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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General improvements to the MIME source file
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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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- Add MIME definitions for resources, scenes and scripts
- Remove the "weight" property, which defaults to 50, a much saner value than the previous 100, which was a bit excessive.
- Changes their icon names in order to follow the XDG icon naming conventions.
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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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Add separate `simulator` flag for iOS build, change main library to `xcframework`.
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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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Drop unused xpmfix.sh script.
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`xcframework` format.
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This also tweaks the focus style to apply to all elements for
better keyboard navigation.
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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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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Add files to create a Windows editor installer using Inno Setup
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Added plugin configuration.
Export options now use plugins that could be enabled/disabled.
Plugin changes are observed at runtime.
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Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
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This decreases the editor binary size by about 8 KB.
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This partially addresses
https://github.com/godotengine/godot-proposals/issues/1432.
To fully address the proposal above, official Windows installers will
have to be compiled and distributed.
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Enabled ARC for iOS.
Weakify/Strongify macros for objc blocks.
Removed old version checks.
Specific types for ObjC++ modules to exclude unneeded bridging.
Separate DeviceMetrics class for device specific data.
Replaced old/deprecated functionality.
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changed from public.data to public.script
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Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library
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Optimize the default iOS splash images
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There were a lot of SVG files changed by file_format.sh
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Command used:
parallel oxipng -o6 --strip --zopfli ::: **/*.png
This saves about 14 KB in total.
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[4.0] Add support of iOS's dynamic libraries to GDNative
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