The former was unclear about how the dependency would relate to web workers. Would it only be available to workers? Would it automatically spin up a worker?
`allow-web-workers` isn't 100% perfect, but it implies the correct answers to the questions above (no and no) and isn't too long.
It turns out that adb isn't included GitHub Actions unless you install it specifically. However, you can technically build Android apps with Lime without adb, so we shouldn't report the error in initialize(). Most important is install(), where both adb and emulator are commonly used.
Followup to eed47e7132
The 'SDK Tools' package located in /tools/ is officially considered 'obsolete', so we should not use it by default.
We now prefer /platform-tools/adb over /tools/adb
We now prefer /emulator/emulator over /tools/emulator
If the newer replacement executables are missing, we still try to fall back to /tools/. This should allow older Android SDKs to continue to work properly.
Additionally, if neither version can be found, we report an error. For adb, we always need it, so we always report an error if it is missing. For emulator, we report an error only if we're actually going to use an emulator.
/tools/android doesn't have a newer alternative. We were running 'android list avds' to get a list of all available AVDs. However, both '/emulator/emulator -list-avds' and '/tools/emulator -list-avds' provide a simple list of AVDs separated by line breaks. So it seems that we never actually needed /tools/android. Plus, it outputs a better format that doesn't require searching every line of the output string for 'Name:', and we can just split and trim. So I completely removed /tools/android and we now use either '/emulator/emulator -list-avds' or '/tools/emulator -list-avds'.
If you have a `<section if="cpp">` tag in your project.xml, you don't want it to be active just because a system environment variable happens to be named "cpp". You only want it active if actually targeting C++.
Every single-threaded `ThreadPool` takes up a certain fraction of the app's time per frame. Without any coordination, they could take up more than 100% of the allotted time, causing the app to slow down. By using static variables, we can make them work together to limit the total time spent per frame.
* add createPerspective
I didn't find a createPerspective function so I tried to make one, but I don't really know if that will work.
* forgot something
* add doc
* I hope that's correct
added zero to one mode, and -one to one mode variants
* fix missing import
* I keep forgetting shit
* change to exceptions
* Update Matrix4.hx
* remove `new`
* remove period
* final changes
* Follow formatting conventions.
* Avoid using `Math.pow()`.
Haxe is unable to optimize this function away. Also, it seems to be unable to return numbers smaller than 1e-7, so that's what I used in its place. Smaller constants can work, you just can't get them from `Math.pow()`.
* Fill in missing entries.
As per all the other "create" functions.
* Use guard clause for better readability.
* Fix duplicate assignment.
* Make `createPerspective()` public.
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Co-authored-by: player-03 <player3.14@gmail.com>
Previously, null was propagated, which could lead to confusing errors from arithmetic operations. Now, it is ignored, and a warning is displayed that says where the invalid value can be found.
This is its only use case, so there's no need for an intermediate step of getting the library root. `haxelib path` does return the NDLL folder; the problem with the old implementation of `__findHaxelib()` was it got Lime's source folder instead.
We could fall back to `haxelib path` for very old versions of Haxelib, but most likely even people stuck on Haxe 3 have updated Haxelib.
Also, `haxelib path` gave incorrect results in the first place, so falling back wouldn't do any good.
This allows non-simulator builds on CI servers without setting up team-id/provisioning-profile/etc.
It also allows signing using a different method, if desired.
Co-Authored-By: mcagabe19@users.noreply.github.com
We seem to have been assuming that it was false by default, but in SDL 2, it is true by default (planned to be false in SDL 3, apparently). It can cause weird behavior like IME popups appearing when holding down keys (something commonly done by users playing games, so we don't want that!). We want setTextInputEnabled(true) to happen only when an OpenFL TextField (or anything else that accepts text input) receives focus, and then cleared again when focus is lost.
This does not disable regular keyboard input. It is specifically related to what SDL considers text input, which is different, even if it uses the keyboard.