Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
(cherry picked from commit c1c76850cb47c0f8451fce6353958006e95b2cda)
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 6999e332e4d77db2cf99648e5a83798b583367ce)
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 8b0814689423857efd05f1b2c2f16973202cfe1b)
- 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 197d391f084f669362316e87f66f2c79ef4178bf)
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 85c1a41021b3006f556ede209055c30e976beae1)
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 f1e810adcbba6d10ac096bbe1f39650e28330094)
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 4404eb57e447a5a177af86cfd7cf2607e682bf36)
- 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 35277569433ebdaa4ab16a35a8280c33ca383a96)
- 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 876e165a49640a664bd8e60e228140a75c17cf74)
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.
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
```
(cherry picked from commits a10c259c1d89fbce2d0e05ac60ac5c78d431c070
and e26a1f807b93d32be0299614ea79cce40a86130e)
Edit: Updated to version 0.2 of dynload-wrapper to fix symbols clobbering as
done in #46143.
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.
cherry-pick from 09f82fa6eaa4dac6dd1743724b82a99906e64861
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.
Different clang-format versions may result in different formatting.
Therefore, it's recommended to use the same version as used in CI.
(cherry picked from commit 3333b58a7f115aeb4a7917138bafc6974fa1559b)
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.
This also tweaks the focus style to apply to all elements for
better keyboard navigation.
(cherry picked from commit 663466b88261d46dc91e8a0b84b48eba8f0a5fbe)
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 🎆
(cherry picked from commit b5334d14f7a471f94bcbd64d5bae2ad853d0b7f1)
They didn't show up at all in the rendered PNG, but were pretty annoying when working with Gobot face on Inkscape
(cherry picked from commit 17b9cb2cdf251b84ad43554d0cdb064aca200a32)