[Web] Enable Web exporter in non-dev mode.
We now have a working OpenGL3/WebGL2 renderer, but extra work is needed in project manager and editor to simplify the creation of OpenGL3 projects.
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1 changed files with 0 additions and 18 deletions
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@ -355,15 +355,6 @@ Ref<Texture2D> EditorExportPlatformWeb::get_logo() const {
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}
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bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const {
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#ifndef DEV_ENABLED
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// We don't provide export templates for the Web platform currently as there
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// is no suitable renderer to use with them. So we forbid exporting and tell
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// users why. This is skipped in DEV_ENABLED so that contributors can still test
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// the pipeline once we start having WebGL or WebGPU support.
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r_error = "The Web platform is currently not supported in Godot 4.0, as there is no suitable renderer for it.\n";
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return false;
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#endif
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String err;
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bool valid = false;
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bool extensions = (bool)p_preset->get("variant/extensions_support");
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@ -396,15 +387,6 @@ bool EditorExportPlatformWeb::has_valid_export_configuration(const Ref<EditorExp
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}
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bool EditorExportPlatformWeb::has_valid_project_configuration(const Ref<EditorExportPreset> &p_preset, String &r_error) const {
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#ifndef DEV_ENABLED
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// We don't provide export templates for the Web platform currently as there
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// is no suitable renderer to use with them. So we forbid exporting and tell
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// users why. This is skipped in DEV_ENABLED so that contributors can still test
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// the pipeline once we start having WebGL or WebGPU support.
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r_error = "The Web platform is currently not supported in Godot 4.0, as there is no suitable renderer for it.\n";
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return false;
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#endif
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String err;
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bool valid = true;
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