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path: root/platform/javascript/export/export_plugin.cpp
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* Editor: Cleanup some includes dependenciesRémi Verschelde2022-02-151-1/+0
| | | | | | | | | | | Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole.
* Fix new performance regressions (short delay_usec)Will Whitty2022-02-151-1/+1
| | | | | | | | My Mac was using 20% cpu again, which was related to the Javascript Export plugin. I had however no export templates setup in the project so this is more of a stopgap fix.
* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-0/+3
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* [HTML5] PWA service worker prefers cached version.Fabio Alessandrelli2022-02-061-23/+29
| | | | | | | | Use an offline first approach, where we prefer the cached version over the network one. This forces games using PWA to always re-export the project and not just the PCK, so that the service worker version gets updated correctly, and the end-user cache is correctly cleared on update.
* Add missing SNAME macro optimization in some function callsjmb4622022-02-061-1/+1
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* Remove property hints referencing unsupported svgz extensionRémi Verschelde2022-01-171-3/+3
| | | | | The wrongly claimed support for it was removed in #49645. See also #56862.
* Fix decoding UTF-8 filenames on unzipping.bruvzg2022-01-051-1/+1
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-3/+3
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Fix new projects always being created with OpenGLHugo Locurcio2021-11-011-2/+2
| | | | | | | | Only Vulkan is fully implemented for now, so OpenGL isn't available in the project manager yet. This also makes the rendering driver checks use lowercase names everywhere for consistency.
* Use OpenGL 3.3 core profile instead of compatibility profileClay John2021-10-311-1/+1
| | | | | | | | | | - Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
* Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio2021-10-301-1/+1
| | | | | - Use lowercase driver names for the `--rendering-driver` command line argument.
* clang-format: Disable alignment of operands, too unreliableRémi Verschelde2021-10-281-1/+1
| | | | | | | | | Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
* Use range iterators for `Map`Lightning_A2021-09-301-2/+2
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* Split javascript export template into multiple filesSergey Minakov2021-08-121-0/+671