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2019-10-23Implement HTTP server for HTML5 exportFabio Alessandrelli
Since most browsers no longer allow making async requests from a page loaded from `file://`, we now need a proper HTTP server to load the exported HTML5 game. This should also allow us to get the debugger to work over a WebSocket connection.
2019-10-23Improve EditorExportPlatform interface.Fabio Alessandrelli
Convert all get_device* methods to get_option* and normalize their usage as icon, label, tooltip.
2019-10-10Remove dependency on the editor directory being in the build's include path.Marcel Admiraal
- Add or remove the necessary subdirectorires to the includes to remove dependency on the editor directory being in the build's include path. - Ensure includes in modified files conform to style guideline. - Remove editor from the build include path.
2019-08-12Export: Remove temp files from cache after exportRémi Verschelde
So far we left most temporary files lying around, so this attempts to fix that. I added a helper method to DirAccess to factor out the boilerplate of creating a DirAccess, checking if the file exists, remove it or print an error on failure.
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-03-11HTML5: Fix ETC export for GLES2 fallback on mobileRémi Verschelde
2019-03-06Fix directory check when exporting projectvolzhs
Fix #26702
2019-03-05Merge pull request #26626 from rluders/misleading-error-message-exportRémi Verschelde
Fixing misleading error message when trying to export
2019-03-05Fixes misleading error message when trying to exportRicardo Lüders
This patch fixes the misleading error message when users try to "export all" into an invalid destination path. Closes #26539
2019-03-05Fix HTML5 quick preview URLbruvzg
2019-03-03Improve VRAM texture compression checks for mobile/webRémi Verschelde
For HTML5, we need to support S3TC if running on desktop, and ETC or ETC2 for mobile, so make this explicit. Add logic to check for ETC2 support on GLES3, and remove incorrect ETC feature for GLES3 on Android. Fix ETC check invalidating templates on HTML5. Fixes #26476.
2019-02-26-Properly handle missing ETC support on exportJuan Linietsky
-Added ability for resource importers to save metadata -Added ability for resource importers to validate depending on project settings
2019-01-21ExportDialog: Make error messages translatableRémi Verschelde
Also fix missing newlines that caused #24202.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-01Export for OS X on OS X now lets you select .dmg or .zipMarcelo Fernandez
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-23Fix file hintsMarcin Zawiejski
Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
2018-08-21BPTC supportelasota
2018-08-20fix Android/HTML5 custom templates option does not workAlessandro
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-05-10Use local path for custom HTML5 shell exportLeon Krause
2018-01-20HTML export: Make s3tc the standard Texture Formatx1212
2018-01-12Fix HTML5 feature tagsLeon Krause
'HTML5' is the platform tag, the 'JavaScript' tag indicates availability of the JavaScript.eval singleton. Also report texture compression support.
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-04Fixed missing parenthesisArtem Varaksa
2018-01-04Add missing translation in Javascript export dialogRémi Verschelde
Also remove newlines from translated strings.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-12Updated Linux template extensions to match architecture.Nathan Warden
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-21Allow configuring iOS exportRuslan Mustakov
- EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
2017-11-20Merge pull request #13061 from eska014/html5-exportRémi Verschelde
Export boot splash image and add option for custom HTML shell file in HTML5 export
2017-11-20Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde
Add support for XDG Base Directory spec
2017-11-20Export boot splash and add custom HTML file option in HTML5 exportLeon Krause
2017-11-19Use new XDG folders to dehardcode pathsRémi Verschelde
2017-11-18Remove asm.js support from HTML5 platformLeon Krause
Since WebGL 2.0 is required, requiring WebAssembly support as well has little impact on compatibility.
2017-11-17EditorSettings: Rename settings_path to settings_dirRémi Verschelde
Also to prepare for upcoming refactoring for XDG support.
2017-09-12Merge pull request #11154 from eska014/html5-startup-revampPoommetee Ketson
HTML5 start-up overhaul with download progress display
2017-09-11HTML5 start-up overhaulLeon Krause
- Implement promise-based JS interface for custom HTML page integration - Add download progress callback - Add progress bar and indeterminate spinner to default HTML page - Try downloading files multiple times when failing - Get rid of godotfs.js - Separate steps for engine initialization, game initialization and game start - Allow multiple games on one HTML page - Substitution placeholders only used in .html file - Placeholders renamed: $GODOT_BASE => $GODOT_BASENAME, $GODOT_TMEM -> $GODOT_TOTAL_MEMORY - Emscripten Module is now Engine.RuntimeEnvironment (no longer a global)
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-06-27Hide HTML5 native-run icon without runnable presetL. Krause
2017-06-27Use custom native-run icons for Android and HTML5L. Krause
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-29WebGL 2 export per WebAssembly or asm.jseska
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-05Refactoring: rename tools/editor/ to editor/Rémi Verschelde
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-19Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky