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2021-09-20[macOS] Update MIME codes and file type names to match ↵bruvzg
"dist/linux/org.godotengine.Godot.xml" definitions. Add missing "shader" type icon.
2021-08-22Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke
2021-08-03[Headless] Add --headless switch (no rendering, no audio).Fabio Alessandrelli
Also remove now unused "--no-window" option, and relative OS getter and setter.
2021-07-29Properly tag project files as a subclass of plain text in the MIME infoMichael Alexsander
2021-07-29Make some small tweaks to the MIME infoMichael Alexsander
2021-07-25Fix various typos with codespellluz paz
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`
2021-07-06Restructure and reimplement vsync optionsHendrik Brucker
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
2021-06-14Add LSApplicationCategoryType to the template and export dialog.bruvzg
2021-06-04Merge pull request #47336 from Calinou/rename-shader-file-extensionRémi Verschelde
Rename the `.shader` file extension to `.gdshader`
2021-05-31Merge pull request #49137 from RandomShaper/ios_targeted_familyRémi Verschelde
Add iOS export option for device family
2021-05-27Add iOS export option for device familyPedro J. Estébanez
2021-05-25Set schemes' build config to debug/release in iOS Xcode exportPedro J. Estébanez
2021-05-20Dist: Add macOS entitlements files for editor code signingRémi Verschelde
These are the entitlements we define for official macOS editor builds since Godot 3.3. Users making custom builds of the engine can use those files with `codesign` to sign their own builds. E.g.: ``` codesign --force --timestamp \ --options=runtime --entitlements editor.entitlements \ -s <your key> -v osx_template.app ```
2021-05-20Fix typos with codespellRémi Verschelde
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 ```
2021-05-07[HTML5] Remove "fixed-size.html".Fabio Alessandrelli
No longer used in 3.3+.
2021-04-27[HTML5] Export as Progressive Web App.Fabio Alessandrelli
Adds possibility to export as a progressive web app. Allows customizing base icons, display mode, orientation and offline page.
2021-04-27[HTML5] Optional icon generation, use export name for it.Fabio Alessandrelli
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.
2021-04-17Merge pull request #47069 from Calinou/html5-editor-welcome-dialogFabio Alessandrelli
Add a welcome dialog to the HTML5 editor
2021-04-14[macOS] Update required Vulkan API version the ICD configs.bruvzg
2021-03-24Rename the `.shader` file extension to `.gdshader`Hugo Locurcio
This lets third-party software recognize Godot shaders more easily, without relying on guesswork since the `.shader` extension is generic.
2021-03-24Add Open Graph metadata to the HTML5 editorHugo Locurcio
- 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.
2021-03-24[HTML5] Clarify editor PWA manifest.jsonFabio Alessandrelli
Update name and description to clarify it's the web version.
2021-03-17Add a welcome dialog to the HTML5 editorHugo Locurcio
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.
2021-03-17[HTML5] Fix bogus Web Editor manifest.Fabio Alessandrelli
The `start_url` in the PWA manifest.json must be relative for it to work in subfolders (like in the official Web Editor page).
2021-03-12[HTML5] Drag and drop zip in project manager.Fabio Alessandrelli
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).
2021-03-08[HTML5] Add PWA support to the editor page.Fabio Alessandrelli
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.
2021-02-26[HTML5] Make editor HTML build tag scons4-proof.Fabio Alessandrelli
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.
2021-02-24Improve the editor HTML templateHugo Locurcio
- 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.
2021-02-24Merge pull request #45871 from Riteo/improve-mime-typesRémi Verschelde
General improvements to the MIME source file
2021-02-21Remove unused variables from full-size.htmlMarcel Admiraal
2021-02-19[HTML5] Better fullscreen, canvas resizing.Fabio Alessandrelli
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.
2021-02-19[HTML5] Easier HTML templates, better deinit/cleanup.Fabio Alessandrelli
2021-02-14Change logo in the About dialog box (return Godot's teeth)Danil Alexeev
2021-02-11[HTML5] Editor: ensure canvas focus when switching tabs.Fabio Alessandrelli
2021-02-11[HTML5] Fix web editor "clear persistent data".Fabio Alessandrelli
Was broken after update to new persistent path "/home/web_user".
2021-02-09Improve the MIME source fileRiteo Siuga
- 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.
2021-02-03[HTML5] Make home path persistent in editor.Fabio Alessandrelli
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.
2021-01-26Merge pull request #45277 from bruvzg/ios_arm64_simRémi Verschelde
Add separate `simulator` flag for iOS build, change main library to `xcframework`.
2021-01-25[HTML5] Better editor HTML, small refactor.Fabio Alessandrelli
Side and GDNative libraries are now added by engine.js , the dynlink pre js had been deleted.
2021-01-19Cleanup: Remove executable bit from files which don't need itRémi Verschelde
Drop unused xpmfix.sh script.
2021-01-18[WIP] Add separate `simulator` flag for iOS build, change main library to ↵bruvzg
`xcframework` format.
2021-01-07Make links on the HTML5 editor more readableHugo Locurcio
This also tweaks the focus style to apply to all elements for better keyboard navigation.
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-12-26Fix and decrease Godot logo size in the HTML5 editor loaderHugo Locurcio
The logo can no longer overflow the viewport.
2020-12-11Remove two very slightly displaced duplicate vertices on Gobot's faceLorenzo Cerqua
They didn't show up at all in the rendered PNG, but were pretty annoying when working with Gobot face on Inkscape
2020-12-09[HTML5] Add logo and favicon to editor html.Fabio Alessandrelli
2020-12-09[HTML5] Improve the editor HTML template.Hugo Locurcio
2020-12-09[HTML5] Editor also persists cache.Fabio Alessandrelli
2020-12-05[HTML5] EditorRunNative works with GDNative.Fabio Alessandrelli
This "breaks" our loading bar logic (libraries are not counted). Fixing it is non trivial and probably deserves investigating a different strategy.
2020-11-17Add missing javascript semi-colons.Marcel Admiraal