summaryrefslogtreecommitdiff
path: root/platform/javascript
AgeCommit message (Collapse)Author
2019-02-26-Remove harcoded opengl extension testing from OS, ask rasterizer instead.Juan Linietsky
-Fixed a bug where etc textures were imported broken
2019-02-24Use stdout/-err for all messages in HTML5 platformLeon Krause
2019-02-23Fix file preloading warning in HTML5 platformLeon Krause
2019-02-13Fix typos with codespellRémi Verschelde
Using codespell 1.14.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang doubleclick lod nd numer que te unselect EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-01-27Fix pixelized previews, but also instances of breaking ImageTexture cache. ↵Juan Linietsky
Closes #25378.
2019-01-23Allow requesting full screen during start-up in HTML5 platformLeon Krause
2019-01-21ExportDialog: Make error messages translatableRémi Verschelde
Also fix missing newlines that caused #24202.
2019-01-20Deal with Google's HTML5 autoplay policyLeon Krause
Resume audio context after mouse, touch or key input.
2019-01-20Merge pull request #25150 from eska014/html5-warningRémi Verschelde
Fix HTML5 build warning
2019-01-20Refactor OS_JavaScript headerLeon Krause
2019-01-20Fix HTML5 gamepad logic for Emscripten 1.38.22 compat breakageLeon Krause
2019-01-03Implements OS_JavaScript::set_custom_mouse_cursorGuilherme Felipe
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-14Merge pull request #20385 from moiman100/unify-double-clickingRémi Verschelde
Added double clicking to all buttons on Linux and Javascript
2018-12-14Merge pull request #20063 from moiman100/fix-button-maskRémi Verschelde
Unified button mask behavior across platforms
2018-11-26Implemented audio input support for JavaScript audio driverMarcelo Fernandez
2018-11-02Merge pull request #23389 from marcelofg55/multiple_extRémi Verschelde
Export for OS X on OS X now lets you select .dmg or .zip
2018-11-01Export for OS X on OS X now lets you select .dmg or .zipMarcelo Fernandez
2018-10-29Merge pull request #23387 from eska014/memgrowth-preloadRémi Verschelde
Enable --no-heap-copy flag for HTML5 builds
2018-10-29Add proper stubs for OS_JavaScript::execute(), get_process_id(), kill()Leon Krause
Avoids linker warnings and errors about undefined references.
2018-10-29Enable --no-heap-copy flag for HTML5 buildsLeon Krause
2018-10-15Add comments to javascript wrapper parts.Zaven Muradyan
The code in pre.js and engine.js is a bit confusing to see in isolation, since the files aren't valid JS files by themselves. This just adds some explanatory text to both files. Fixes #22937.
2018-10-02Fix compiler warnings in HTML5 platformLeon Krause
2018-10-01Fix build for Javascript platformmuiroc
2018-09-16Implement OS::set_icon in HTML5 platformLeon Krause
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
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.
2018-08-30Fix HTML5 gamepad inputLeon Krause
2018-08-28Merge pull request #21511 from eska014/webm-nomtRémi Verschelde
Fix WebM and Theora video in HTML5 export
2018-08-28Enable Theora module for HTML5 platformLeon Krause
2018-08-26Fall back to GLES2 if GLES3 is not workingHein-Pieter van Braam
This adds a static is_viable() method to all rasterizers which has to be called before initializing the rasterizer. This allows us to check what rasterizer to use in OS::initialize together with the GL context initialization. This commit also adds a new project setting "rendering/quality/driver/driver_fallback" which allows the creator of a project to specify whether or not fallback to GLES2 is allowed. This setting is ignored for the editor so the editor will always open even if the project itself cannot run. This will hopefully reduce confusion for users downloading projects from the internet. We also no longer crash when GLES3 is not functioning on a platform. This fixes #15324
2018-08-24Merge pull request #21336 from eska014/html5-new-presentationRémi Verschelde
Add responsive HTML5 export page with full-size canvas as new default
2018-08-23Merge pull request #21332 from dragmz/apk-hint-fixRémi Verschelde
Fix file hints
2018-08-23Fix file hintsMarcin Zawiejski
Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
2018-08-23Merge pull request #21330 from eska014/html5-canvas-resizeRémi Verschelde
Facilitate external modification of HTML5 canvas size
2018-08-23Add responsive HTML5 export page with full-size canvas as new defaultLeon Krause
2018-08-23Facilitate external modification of HTML5 canvas sizeLeon Krause
2018-08-21BPTC supportelasota
2018-08-21Merge pull request #20922 from kripken/errLeon Krause
HTML5: use console.warn instead of Module.printErr
2018-08-20fix Android/HTML5 custom templates option does not workAlessandro
2018-08-12Added double clicking to all buttonsMikko Mustonen
2018-08-11use console.warn instead of Module.printErr: emscripten no longer exports ↵Alon Zakai (kripken)
printErr by default, and instead err() should be used in code seen by the optimizer; however, as Godot only runs on the Web (and not in node.js or elsewhere), using console.warn directly is good enough, and will work in all versions if emscripten
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.
2018-07-19-Project/Editor settings now use new inspectorJuan Linietsky
-Project/Editor settings now show tooltips properly -Settings thar require restart now will show a restart warning -Video driver is now visible all the time, can be changed easily -Added function to request current video driver
2018-07-11Fixed button mask behaviormm
2018-07-10Refactor OS_JavaScriptLeon Krause
2018-07-09Added support for extra mouse buttons.unknown
2018-06-28Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio
2018-06-08Detect channel count, mix rate, and buffer length in HTML5 audio driverLeon Krause
Refactor WebAudio driver.