Commit Graph

13 Commits

Author SHA1 Message Date
78c2a08fae Add proxy_to_pthread option to platform=web
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2023-10-09 11:50:01 -04:00
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
dbff58ebdd [WebRTC] Expose more of the WebRTC API.
Add get_gathering_state() returning the iceGatheringState of the
connection.

Add get_signaling_state() returning the signalingState of the
connection.

Improve JS library.
2022-09-13 14:46:58 +02:00
fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
abb45f5fe7 Add get_buffered_amount() to WebRTCDataChannel 2021-07-20 12:58:39 -05:00
756ed308ee Fix "IDHandler.get_prop is not a function" error when calling some methods on WebRTCDataChannel 2021-07-17 20:03:37 -05:00
b5334d14f7 Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
1167ab96e9 [HTML5] Add function signatures to JS libraries. 2020-12-04 23:21:33 +01:00
4f654dad13 Fix useless assignement in webrtc/library_godot_webrtc.js 2020-11-25 10:09:53 +00:00
4617a7fa9c [HTML5] Run eslint --fix.
Should I write a poem about this whole new world? ;)
2020-11-23 12:15:18 +01:00
a82f70ea9f [HTML5] Libraries refactor for linting.
Initial work to make liniting easier.

This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
  functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
2020-11-21 14:22:40 +01:00
02161aad5a Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
e2083871eb [HTML5] Port JavaScript inline code to libraries.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
2020-11-10 11:42:51 +01:00