| Commit message (Collapse) | Author | Age | Files | Lines |
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(cherry picked from commit 9080e96bc81328e658a03e2cd248c06ddbf9f2ec)
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(cherry picked from commit 3014e48ec5a985b9d143ba27b91e32b933dcfdad)
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(cherry picked from commit d373029382208226a55ddfc028a3261e0dc8279b)
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(cherry picked from commit 6f1bddf4b5e6716f59bcbd9a7587b6d556251ef9)
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(cherry picked from commit 63c7fc6358343c3de6cfaa40436063646eb8b7a1)
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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().
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Since WebGL 2.0 is required, requiring WebAssembly support as well has
little impact on compatibility.
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Previously WebAssembly.compile was used along with the secondary
WebAssembly.instantiate overload. Using only the primary overload is
recommended to get best performance.
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- 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)
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