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).
(cherry picked from commit 55d05565d0)
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.
(cherry picked from commit 63544c3a9d)
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).
Enable GLES3/WebGL2 in the Web Editor.
This provides a more coherent visual look with the rest of macOS.
Co-authored-by: Hazar <36481442+hazarek@users.noreply.github.com>
(cherry picked from commit 4589790348)
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).
(cherry picked from commit 9a71038e34)
Replaced obsolete preprocessor check for simulator/device in C code.
Architecture can no longer be used to determine this with Apple Silicon.
The new code uses `TARGET_OS_SIMULATOR` from `TargetConditionals.h`.
We have some mono libs which can only be used in devide builds.
We were adding them as static libs. Previously it was only causing
warnings because missing arch for the simulator, but now this
is treated as an error.
To fix this we turn them into xcframeworks with dummy static libs
for the simulator and the actual ones for devices.
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
```
(cherry picked from commit 6999e332e4)
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.
Feature work in 3.x likely won't have a big impact on stability so we can skip
the dev/alpha phases and we'll start directly with a 3.4 beta 1 build once
significant changes have been implemented.
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.
(cherry picked from commit 8b08146894)
- 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.
(cherry picked from commit 197d391f08)
The `start_url` in the PWA manifest.json must be relative for it to
work in subfolders (like in the official Web Editor page).
(cherry picked from commit 85c1a41021)
We decided to rename the upcoming 3.2.4 release to 3.3 to better reflect that
it is a significant feature release, and not a maintenance update.
The `3.2` branch was also renamed to `3.x` and will now be the development
branch for future 3.x releases (3.3, 3.4, etc.).
With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.
This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).
(cherry picked from commit f1e810adcb)
This allows to install it as an app, and provide offline support (after
the first run).
Practically, this boils down to adding a JSON file as a manifest, an
offline page to be displayed when the cached files are not avaialble,
and a JS file to cache resources and return them.
The reason for the "first run requirements" is that some browsers, will
emit an "install" by just visiting the page (to see if the JS code is
compatibile), and we do not want to force casual visitors to just
download the 10 MiB+ compressed editor WebAssembly file without pressing
the start button.
Special thanks to Hugo Locurcio (Calinou) for the initial work.
We used to have it like `$GODOT_VERSION` which caused inconsistencies
between different scons versions when substituting it.
It's now `@GODOT_VERSION@`, which is safe on both scons3 and scons4.
(cherry picked from commit 4404eb57e4)
- Darken the header tab background to match the default editor
background color.
- Hide the distracting focus outlines for the editor and game canvas.
- Use a pure black background for the game canvas to better distinguish it
from the editor and provide a more neutral background.
- Use a bold font weight for the Start Godot editor button on the
loader page.
- Link to the web editor documentation on the loader page.
- Clarify what happens when clicking "OK" in the persistent data removal
warning dialog.
- Tidy up the HTML template by removing obsolete attributes.
(cherry picked from commit 3527756943)
- Add MIME definitions for resources, scenes and scripts
- Remove the "weight" property, which defaults to 50, a much saner value than the previous 100, which was a bit excessive.
- Changes their icon names in order to follow the XDG icon naming conventions.
(cherry picked from commit 876e165a49)
Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.
Use `None` if you want to control the canvas size with custom JavaScript
code.