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Merge pull request #353 from eska014/web-2.1
Cherry-pick web updates for 2.1
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@@ -30,9 +30,12 @@ Delivering the files with gzip compression is recommended especially for the
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Export options
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--------------
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Turning on **Debugging Enabled** when exporting will display a debug output
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below the canvas, displaying JavaScript and engine errors. If controls are
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Turning on **Debugging Enabled** when exporting will, in addition to enabling
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various debug features of the engine, display a debug output below the canvas,
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displaying JavaScript and engine errors. If controls are
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enabled as well, display of this output can be toggled.
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You can also use the browser-integrated developer console, usually opened with
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the F12 key, which often shows more information, including WebGL errors.
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**Memory Size** is fixed and must thus be set during export. Try using no more
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than necessary to strain users' browsers as little as possible.
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@@ -59,3 +62,29 @@ semicolon.
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output display in debug mode and a fullscreen button.
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In the default page, the controls are displayed in the top-right corner on top
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of the canvas, which can get in the way in games that use the cursor.
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Security restrictions
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---------------------
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Browsers do not allow arbitrarily **entering full screen** at any time.
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Instead, these actions have to occur as a response to a JavaScript input event.
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In Godot, this is most easily done by entering full screen from within an
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``_input()`` callback.
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Chromium-derived browsers will not load exported projects when
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**opened locally** per ``file://`` protocol. To get around this, you can start
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the browser with the ``--allow-file-access-from-files`` flag, or use a local
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server. Python offers an easy way for this, using ``python -m SimpleHTTPServer``
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with Python 2 or ``python -m http.server`` with Python 3 will serve the
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current working directory on ``http://localhost:8000``.
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Locale
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------
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Godot tries to detect the user's locale using information provided by the
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browser, but this is rather unreliable. A better way is to use CGI to read the
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HTTP ``Accept-Language`` header. If you assign its value to the JavaScript
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property ``Module.locale`` after the ``Module`` objects is created, but before
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the engine starts, Godot will use that value to initialize the locale.
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In any case, users should always be offered the option to configure the locale
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manually.
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