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.
Previously, files added via `add_ios_project_static_libs` where
being added as embedded frameworks. This commit fixes that.
Static frameworks/libs should never be embedded into IPAs.
On OpenBSD the compiler complains that calling basename(3) would lose
const qualifier. basename(3) is defined as
char *basename(char *);
and can, accorgindly to the POSIX.1, modify the passed string.
This uses the .get_file() method. The check is necessary because
file_name could be a directory, in which case .get_file() would return
an empty string. The .get_base_dir().get_file() idiom is already used.
The usage of get_file() and the check were suggested by theraot, thanks!
(cherry picked from commit a3384b7461)
This will allow adding developer checks which will be fully compiled out in
user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and
the editor builds.
This define is not used yet, but we'll soon add code that uses it, and change
some existing `DEBUG_ENABLED` checks to be performed only in dev builds.
Related to https://github.com/godotengine/godot-proposals/issues/3371.
Stop include Bullet headers using `-isystem` for GCC/Clang as it misleads
SCons into not properly rebuilding all files when headers change.
This means we also need to make sure Bullet builds without warning, and
current version fares fairly well, there were just a couple to fix (patch
included).
Increase minimum version for distro packages to 2.90 (this was never released
as the "next" version after 2.89 was 3.05... but that covers it too).
It used an old vendored version of acorn.js which seems to choke on this
trailing comma. This is not a problem for more recent Emscripten versions.
We disable the `comma-dangle` check in ESLint to prevent this issue.
(cherry picked from commit 23b51a1708)
- Tweak the Android platform logo to remove the Android wordmark,
as it can't be used without explicit permission.
(cherry picked from commit 1513aa9b26)
Performances are not great in general, bad on Firefox, on Chrome, well,
it's an improvement compared to the way they broke ScriptProcessorNode.
I'm actually surprised this works, it involves so many allocations, but
there's no way around it when SharedArrayBuffer is not available :(.
Doesn't change the default behavior, but allows plugins to add their
view behind the main view, which gives more control over what happens
with inputs and can be useful along with transparent rendering.
(cherry picked from commit 0b681d5834)
- Don't display messages when enabling PulseAudio/ALSA/D-Bus/udev
as these become noisy in incremental builds.
- Improve warning and error messages to be more descriptive
and consistent.
(cherry picked from commit 4c5deea83e)
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
Implements per-pixel transparency feature on Android.
Allows plugins to do specific rendering and render godot UI on top
(useful for camera support with drawing on top).
This only adds support for a subset of Play Asset Delivery: this causes a single install-time asset pack to always be present, but doesn't add support for dynamically downloaded asset packs.