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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Fix file hintsMarcin Zawiejski2018-08-231-3/+3
| | | | Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
* BPTC supportelasota2018-08-211-0/+3
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* fix Android/HTML5 custom templates option does not workAlessandro2018-08-201-6/+27
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* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Use local path for custom HTML5 shell exportLeon Krause2018-05-101-1/+1
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* HTML export: Make s3tc the standard Texture Formatx12122018-01-201-3/+3
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* Fix HTML5 feature tagsLeon Krause2018-01-121-2/+2
| | | | | | | 'HTML5' is the platform tag, the 'JavaScript' tag indicates availability of the JavaScript.eval singleton. Also report texture compression support.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-052-0/+2
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Fixed missing parenthesisArtem Varaksa2018-01-041-1/+1
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* Add missing translation in Javascript export dialogRémi Verschelde2018-01-041-9/+9
| | | | Also remove newlines from translated strings.
* Update copyright statements to 2018Rémi Verschelde2018-01-012-4/+4
| | | | Happy new year to the wonderful Godot community!
* Updated Linux template extensions to match architecture.Nathan Warden2017-12-121-2/+2
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* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-2/+2
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Allow configuring iOS exportRuslan Mustakov2017-11-211-0/+1
| | | | | | | | | | | | | | | | | - EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
* Merge pull request #13061 from eska014/html5-exportRémi Verschelde2017-11-201-12/+56
|\ | | | | Export boot splash image and add option for custom HTML shell file in HTML5 export
| * Export boot splash and add custom HTML file option in HTML5 exportLeon Krause2017-11-201-12/+56
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* | Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde2017-11-201-1/+1
|\ \ | |/ |/| Add support for XDG Base Directory spec
| * Use new XDG folders to dehardcode pathsRémi Verschelde2017-11-191-1/+1
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| * EditorSettings: Rename settings_path to settings_dirRémi Verschelde2017-11-171-1/+1
| | | | | | | | Also to prepare for upcoming refactoring for XDG support.
* | Remove asm.js support from HTML5 platformLeon Krause2017-11-181-55/+8
|/ | | | | Since WebGL 2.0 is required, requiring WebAssembly support as well has little impact on compatibility.
* Merge pull request #11154 from eska014/html5-startup-revampPoommetee Ketson2017-09-121-28/+2
|\ | | | | HTML5 start-up overhaul with download progress display
| * HTML5 start-up overhaulLeon Krause2017-09-111-28/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Implement promise-based JS interface for custom HTML page integration - Add download progress callback - Add progress bar and indeterminate spinner to default HTML page - Try downloading files multiple times when failing - Get rid of godotfs.js - Separate steps for engine initialization, game initialization and game start - Allow multiple games on one HTML page - Substitution placeholders only used in .html file - Placeholders renamed: $GODOT_BASE => $GODOT_BASENAME, $GODOT_TMEM -> $GODOT_TOTAL_MEMORY - Emscripten Module is now Engine.RuntimeEnvironment (no longer a global)
* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-272-2/+2
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-0/+12
| | | | -Added system for feature overrides, it's pretty cool :)
* Hide HTML5 native-run icon without runnable presetL. Krause2017-06-271-1/+28
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* Use custom native-run icons for Android and HTML5L. Krause2017-06-271-0/+12
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-082-0/+2
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* WebGL 2 export per WebAssembly or asm.jseska2017-03-291-276/+180
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-10/+4
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-3/+3
| | | | | | The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky2017-02-191-5/+5
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* Merge pull request #7689 from eska014/webgl2Rémi Verschelde2017-02-021-2/+2
|\ | | | | Enable WebGL2 in web export, start fixing build
| * Enable WebGL2 in web export, start fixing buildeska2017-02-011-2/+2
| | | | | | | | Will not yet compile
* | Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-0/+4
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* Merge pull request #7519 from eska014/web-presentationRémi Verschelde2017-01-151-1/+1
|\ | | | | Improve Web export presentation
| * Improve usability and style in web export presentationeska2017-01-141-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | - Check for WebGL support, don't load if unsupported - Check for IndexedDB support - Make canvas support check message visible - Colored debug output for warnings and errors - Make it obvious status can be closed by clicking - Don't use status to display non-critical errors - Limit output message count - Add clear output button - Fix setting total memory
* | rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-7/+7
| | | | | | | | String.get_basename()
* | -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-3/+3
| | | | | | | | | | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | | | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-012-2/+2
|/ | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Emit asm.js code into a dedicated file for asm.js exporteska2016-11-301-0/+5
| | | | | This helps prevent browser lockups during start-up at the cost of having to distribute an extra file.
* Add option 'wasm' to compile to WebAssembly in web exporteska2016-10-311-5/+6
| | | | | | | WebAssembly is still experimental, so disabled by default. The HTML shell file now uses $GODOT_BASE, a placeholder for the base filename, instead of $GODOT_JS, $GODOT_MEM and $GODOT_FS.
* Fix extraneous NULL character on HTML exportGeorge Marques2016-10-201-2/+2
| | | | Fix #2801
* Move export GUI debug toggle to export settings windoweska2016-04-281-1/+1
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* fix string conversion in javascript exporthondres2016-01-201-1/+1
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* Revamp web export pageeska2016-01-201-17/+55
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