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* Check only for WebGL 1.0, move test to HTML fileLeon Krause2018-03-151-11/+17
| | | | | | | | Whether to use WebGL 1.0 or 2.0 can only be determined at runtime after reading project settings, so check for the lower version. The test is now in the HTML file, so if desired WebGL 2.0 can be checked early by changing the behaviour there.
* Fix internal Emscripten JS API callsLeon Krause2018-01-061-1/+1
| | | | Emscripten 1.37.24 no longer exports these by default
* Change HTML5 start-up APILeon Krause2017-11-191-12/+13
| | | | | | | | Rename engine.start() to startGame(), new start() takes string arguments handed directly to main(). Rename Engine.loadEngine() to load(). Add setLocale(), setResizeCanvasOnStart(), setExecutableName() and preloadFile().
* Remove asm.js support from HTML5 platformLeon Krause2017-11-181-2/+0
| | | | | Since WebGL 2.0 is required, requiring WebAssembly support as well has little impact on compatibility.
* HTML5 start-up overhaulLeon Krause2017-09-111-0/+386
- 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)