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* Merge pull request #47069 from Calinou/html5-editor-welcome-dialogFabio Alessandrelli2021-04-171-0/+65
|\ | | | | Add a welcome dialog to the HTML5 editor
| * Add a welcome dialog to the HTML5 editorHugo Locurcio2021-03-171-0/+65
| | | | | | | | | | | | | | | | | | 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.
* | Test Godot with Vulkan in CIRafał Mikrut2021-04-151-0/+65
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* | [macOS] Update required Vulkan API version the ICD configs.bruvzg2021-04-142-2/+2
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* | Add Open Graph metadata to the HTML5 editorHugo Locurcio2021-03-241-17/+26
| | | | | | | | | | | | | | - 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.
* | [HTML5] Clarify editor PWA manifest.jsonFabio Alessandrelli2021-03-241-2/+2
| | | | | | | | Update name and description to clarify it's the web version.
* | [HTML5] Fix bogus Web Editor manifest.Fabio Alessandrelli2021-03-171-1/+1
|/ | | | | The `start_url` in the PWA manifest.json must be relative for it to work in subfolders (like in the official Web Editor page).
* clang-format: Fix version number in hook warningRémi Verschelde2021-03-141-1/+1
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* [HTML5] Drag and drop zip in project manager.Fabio Alessandrelli2021-03-121-2/+2
| | | | | | | | | | | 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).
* [HTML5] Add PWA support to the editor page.Fabio Alessandrelli2021-03-084-2/+162
| | | | | | | | | | | | | | | | 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.
* [HTML5] Make editor HTML build tag scons4-proof.Fabio Alessandrelli2021-02-261-2/+2
| | | | | | 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.
* Improve the editor HTML templateHugo Locurcio2021-02-241-8/+26
| | | | | | | | | | | | | | - 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.
* Merge pull request #45871 from Riteo/improve-mime-typesRémi Verschelde2021-02-242-8/+29
|\ | | | | General improvements to the MIME source file
| * Improve the MIME source fileRiteo Siuga2021-02-092-8/+29
| | | | | | | | | | | | - 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.
* | Remove unused variables from full-size.htmlMarcel Admiraal2021-02-211-4/+0
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* | [HTML5] Better fullscreen, canvas resizing.Fabio Alessandrelli2021-02-191-17/+0
| | | | | | | | | | | | | | | | | | | | | | 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.
* | [HTML5] Easier HTML templates, better deinit/cleanup.Fabio Alessandrelli2021-02-192-90/+99
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* | Merge pull request #46117 from akien-mga/dynamic-load-libudevRémi Verschelde2021-02-172-0/+5
|\ \ | | | | | | Dynamically load libudev.so.1 on Linux
| * | Dynamically load libudev.so.1 on Linux if `udev=yes`Rémi Verschelde2021-02-172-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This makes it possibly to run Linux binaries compiled with udev support on Linux systems which do not provide udev (typically systemd-less distros). If udev is missing, we fall back to parsing `/dev/input` like when compiled without udev support (`udev=no`). Also adding some verbose debug statements to know which method we're using when debugging Linux joypad issues. The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using https://github.com/hpvb/dynload-wrapper: ``` ./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \ --soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \ --output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c ```
* | | Merge pull request #46050 from akien-mga/ci-simplify-file_formatRémi Verschelde2021-02-171-9/+0
|\ \ \ | |/ / |/| | CI: Remove file_format.sh changes hard to reproduce on Windows
| * | CI: Remove file_format.sh changes hard to reproduce on WindowsRémi Verschelde2021-02-151-9/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Until we provide a cross-platform pre-commit hook that can perform those changes on Windows, this only leads to a lot of frustration from Windows contributors. The UTF-8, newline and EOF and BOM checks are still good to keep as those are issues that we'd otherwise have to point out manually in the review. The removed changes are mostly cosmetic and should be handled by clang-format ideally, or by some self-developed cross-platform tooling.
* | | Dynamically load libpulse.so.0 and libasound.so.1 on LinuxHein-Pieter van Braam-Stewart2021-02-161-0/+2
|/ / | | | | | | | | | | | | | | | | | | | | | | By generating stubs using https://github.com/hpvb/dynload-wrapper we can dynamically load libpulse and libasound on systems where it is available. Both are still a build-time requirement but no longer a run-time dependency. For maintenance purposes the wrappers should not need to be re-generated unless we want to bump pulse or asound to an incompatible version. It is unlikely we will want to do this any time soon. This closes #20978
* | Change logo in the About dialog box (return Godot's teeth)Danil Alexeev2021-02-141-1/+1
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* | [HTML5] Editor: ensure canvas focus when switching tabs.Fabio Alessandrelli2021-02-111-0/+4
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* | [HTML5] Fix web editor "clear persistent data".Fabio Alessandrelli2021-02-111-4/+2
|/ | | | Was broken after update to new persistent path "/home/web_user".
* [HTML5] Make home path persistent in editor.Fabio Alessandrelli2021-02-031-3/+3
| | | | | | | | | We used to only persist specific sub-folder of /home/web_user/ when running the Web Editor. This resulted in bad UX about default project creation path etc. This PR makes the whole folder persistent, move the zip preloading to a different folder (to avoid persisting it), and automatically prompt the user to import it if present.
* Merge pull request #45141 from Calinou/clang-format-hook-check-versionRémi Verschelde2021-01-261-4/+18
|\ | | | | Check for clang-format version in the pre-commit hook
| * Check for clang-format version in the pre-commit hookHugo Locurcio2021-01-121-4/+18
| | | | | | | | | | Different clang-format versions may result in different formatting. Therefore, it's recommended to use the same version as used in CI.
* | Merge pull request #45277 from bruvzg/ios_arm64_simRémi Verschelde2021-01-269-8/+92
|\ \ | | | | | | Add separate `simulator` flag for iOS build, change main library to `xcframework`.
| * | [WIP] Add separate `simulator` flag for iOS build, change main library to ↵bruvzg2021-01-189-8/+92
| |/ | | | | | | `xcframework` format.
* | [HTML5] Better editor HTML, small refactor.Fabio Alessandrelli2021-01-251-1/+10
| | | | | | | | | | Side and GDNative libraries are now added by engine.js , the dynlink pre js had been deleted.
* | Cleanup: Remove executable bit from files which don't need itRémi Verschelde2021-01-193-0/+0
|/ | | | Drop unused xpmfix.sh script.
* Make links on the HTML5 editor more readableHugo Locurcio2021-01-071-4/+22
| | | | | This also tweaks the focus style to apply to all elements for better keyboard navigation.
* Update copyright statements to 2021Rémi Verschelde2021-01-017-13/+13
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Fix and decrease Godot logo size in the HTML5 editor loaderHugo Locurcio2020-12-261-1/+1
| | | | The logo can no longer overflow the viewport.
* Remove two very slightly displaced duplicate vertices on Gobot's faceLorenzo Cerqua2020-12-115-18/+18
| | | | They didn't show up at all in the rendered PNG, but were pretty annoying when working with Gobot face on Inkscape
* [HTML5] Add logo and favicon to editor html.Fabio Alessandrelli2020-12-092-0/+221
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* [HTML5] Improve the editor HTML template.Hugo Locurcio2020-12-091-12/+49
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* [HTML5] Editor also persists cache.Fabio Alessandrelli2020-12-091-2/+3
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* [HTML5] EditorRunNative works with GDNative.Fabio Alessandrelli2020-12-051-0/+2
| | | | | | This "breaks" our loading bar logic (libraries are not counted). Fixing it is non trivial and probably deserves investigating a different strategy.
* Add missing javascript semi-colons.Marcel Admiraal2020-11-171-1/+1
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* Remove empty lines around braces with the formatting scriptAaron Franke2020-11-163-14/+0
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* Add line removal around braces to the file formatting scriptAaron Franke2020-11-161-0/+7
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* Merge pull request #42863 from Calinou/add-windows-installer-filesRémi Verschelde2020-11-164-0/+301
|\ | | | | Add files to create a Windows editor installer using Inno Setup
| * Add files to create a Windows editor installer using Inno SetupHugo Locurcio2020-10-194-0/+301
| | | | | | | | | | | | | | | | This partially addresses https://github.com/godotengine/godot-proposals/issues/1432. To fully address the proposal above, official Windows installers will have to be compiled and distributed.
* | iOS Export: export modification to support pluginsSergey Minakov2020-11-101-2/+2
| | | | | | | | | | | | Added plugin configuration. Export options now use plugins that could be enabled/disabled. Plugin changes are observed at runtime.
* | iOS Modules: separate main platform code from modulesSergey Minakov2020-11-101-75/+0
| | | | | | | | | | | | | | | | Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin. Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin. Changed platform code so it's not affected by the move. Modified Xcode project file to remove parameters that doesn't make any effect. Added basic '.gdip' plugin config file.
* | Optimize SVG using `svgcleaner --multipass`Hugo Locurcio2020-10-258-145/+8
| | | | | | | | This decreases the editor binary size by about 8 KB.
* | CI: Refactor Android workflow, use pre-installed SDK and NDKRémi Verschelde2020-10-221-108/+0
|/ | | | | | | | | | No need to waste time downloading all this when it's readily available :) Also use the official action to setup Java 8. Also build both architectures (armv7 and arm64v8) and generate the APK, so we can upload it. Remove now unused and outdated `misc/ci/android-tools-linux.sh`.
* Add JavaScript editor html file.Fabio Alessandrelli2020-10-141-0/+475
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