Age | Commit message (Collapse) | Author |
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These are supposed to have CRLF because Windows, so we'll just skip this file type in the script.
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Happy new year to the wonderful Godot community!
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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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Now hook can find .py files.
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This prevents errors when encountering options which have been defined in newer
versions of clang-format, and are invalid in the YAML for the old version.
Bump minimum supported clang-format version to 12 (where `--Wno-error=unknown`
was added).
Use clang-format 12 on CI (13 is not available yet on the Ubuntu 20.04 images).
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Disable minimum amount of spaces in comment prefix for now, as it otherwise
modifies the whole codebase. That's something we probably want to use as it
matches our convention, but we should look into fully converting these
comments to our style guide at the same time.
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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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translation detection by the OS.
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"dist/linux/org.godotengine.Godot.xml" definitions. Add missing "shader" type icon.
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This also ignores `.out` files in the file format static checks.
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This makes diffs more readable in CI logs.
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This provides a more coherent visual look with the rest of macOS.
Co-authored-by: Hazar <36481442+hazarek@users.noreply.github.com>
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Also remove now unused "--no-window" option, and relative OS getter and
setter.
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This allows to generate the `VERSION_HASH` constant with the Git commit hash
even when building from a source tarball which is not a Git repository (and
without dependency on Git itself).
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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`
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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clang-format 12's formatting is identical to clang-format 11's.
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Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
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Rename the `.shader` file extension to `.gdshader`
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Add iOS export option for device family
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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
```
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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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This lets third-party software recognize Godot shaders more easily,
without relying on guesswork since the `.shader` extension is generic.
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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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