Age | Commit message (Collapse) | Author |
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[HTML5] Export as Progressive Web App
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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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Linux: Remove use_static_cpp override on x86_32
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Generates a key/cert snakeoil pair or use a custom SSL cert/key.
This is of course false security, and potentially detrimental for it.
But, so long, those are the requirements browser vendors agreed on to
use things like the Gamepad API, and more advanced topics like wasm
threads.
You don't need this if you run on localhost (at least!), but you do
need this (or a much safer nginx proxy) to try those things on your
local network (e.g. when debugging a phone, networking, etc).
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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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Serving all files in that folder and using a known list of mime types.
Makes it easy to add more exported files, while still playing safe.
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directly by the plugin.
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After further testing it seems to work fine now when building binaries with GCC 5
on Ubuntu 16.04 (previously we were using GCC 9 on Ubuntu 14.04).
Follow-up to #45629.
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Follow-up to #46810, this was missed in #47079 when fixing the issue
for other platforms.
Fixes #48135.
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Re-add "no-exceptions" for export templates builds with ICU.
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Validation layers on Android
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SilverCreekEntertainment/add-uwp-export-project-notifier
Fix EditorExportPlugin _export_begin and _export_end functions not being called when exporting UWP
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APK" error and improve command output logging.
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called when exporting UWP
in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
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Add support for forwarding callbacks from Godot's parent activity
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`requestCode` and deprecate support for forwarding callbacks from Godot's parent activity.
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According to project settings and when WebGL2 is not available.
This does nothing in current master, as we have no rendering yet!
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We were using `Content-Length` from the server when `Content-Encoding`
was not set (i.e. response was not compressed).
Sadly, in CORS requests accessing headers is restricted, and while
`Content-Length` is enabled by default, `Content-Encoding` is not.
This results in the impossibility of knowing if the content was
compressed, unless the server explicitly enabled the encoding header
via `Access-Control-Expose-Headers`.
To keep maximum compatibility we must disable `body_size` completely.
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Regression from the library refactoring, binding and not calling is
pretty useless 'o_o.
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Promise chaining the emscripten module `then` function breaks it badly,
causing an infinite loop.
I'm unsure about the source of the issue, but most likely at this point
is due to the old emscripten version (I remember very old html5 builds
having issue with promise chaining too).
With this commit, we no longer use the module as a promise, and
instantiate it using `Promise` objects directly for compatibility.
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Rename Texture.get_data() to get_image()
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specified.
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[HTML5] Fix loading when mime-type is missing.
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Allow to not optimize release build
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Should not write patch version when it's `0`.
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`WebAssembly.instantiateStreaming` requires the mime-type to be
`application/wasm`, but some servers (including most debug servers) do
not provide the content-type header.
This commit forces it via JavaScript, by creating a `Response` object
with the `wasm` content, and explicitly defined `content-type` header.
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Working on fixes for Android and Vulkan
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- creating Vulkan context instead of OpenGL
- checking for validity of ENV in wrapper classes
- fix for access to JavaVM from threads
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Converted sensor acceleration units to m/s² on iOS and UWP
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This is beacuse on Android these values are already in m/s^2 while on
iOS and UWP they are in g. This just makes the behaviour consistent on
all platforms.
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plugin methods.
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