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Update "Exporting for the Web" to include 4.3 features #9913

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@adamscott adamscott commented Sep 5, 2024

The Exporting for the Web page is horribly outdated, especially with the 4.3 changes.

Sorry for that, I completely forgot to update it when I created the new features.

Features:

  • changes the warning about SharedArrayBuffer into a note, as this was pretty much "fixed" with the single-threaded exports.
  • removes the warning about macOS and iOS incompatibility.
  • removes mentions of the splash screen not displaying (Splash image support and new progress bar for HTML5 Web Export godot#91128 was merged for 4.3)
  • edit a warning about exporting the game and installation issues (mentions now that applies only for threaded exports)

Bugsquad edit: closes #9983

@skyace65
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skyace65 commented Sep 7, 2024

Please don't use the 4.4 milestone unless it's for a change that only applies to 4.4

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@adamscott Friendly reminder bump!

@adamscott
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@adamscott Friendly reminder bump!

Oops. I didn't see that the build failed. Gonna fix that tomorrow morning.

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mak448a commented Oct 10, 2024

Any updates on this getting merged? Have you gotten the builds to stop failing?

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Just updated the PR. Should work, now.

@adamscott adamscott force-pushed the exporting-for-web-update branch 2 times, most recently from 2dc49e7 to cbaeed9 Compare November 26, 2024 16:38
@adamscott adamscott marked this pull request as ready for review November 26, 2024 16:39
not as performant as the multi-threaded export), it doesn't require as much overhead to install.
It is also overall more compatible with stores like itch.io or Web publishers like
`Poki <https://poki.com/>`__ or `CrazyGames <https://crazygames.com/>`__. The single-threaded export
works very well too on macOS and iOS, where it always had compatibility issues with multiple threads
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works very well too on macOS and iOS, where it always had compatibility issues with multiple threads
works very well on macOS and iOS too, where it always had compatibility issues with multiple threads

requires WebGL 1.0).
For these reasons, it is the prefered and now default way to export your games on the Web.

For more information, read `this blog post about single-threaded Web export
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For more information, read `this blog post about single-threaded Web export
For more information, see `this blog post about single-threaded Web export

Or

Suggested change
For more information, read `this blog post about single-threaded Web export
For more information, please read `this blog post about single-threaded Web export

For some reason "read" as an imperative alone feels aggressive, English is weird

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I don't particularly agree that imperative "read" on its own is aggressive, but "see X" is so standard in the docs that this should be changed anyway

(meaning no ads, nor third-party integrations on the website hosting your game).

Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which
solves this issue. While it has some drawbacks on it's own (it cannot use threads, and is
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solves this issue. While it has some drawbacks on it's own (it cannot use threads, and is
solves this issue. While it has some drawbacks on its own (it cannot use threads, and is

Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which
solves this issue. While it has some drawbacks on it's own (it cannot use threads, and is
not as performant as the multi-threaded export), it doesn't require as much overhead to install.
It is also overall more compatible with stores like itch.io or Web publishers like
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It is also overall more compatible with stores like itch.io or Web publishers like
It is also more compatible overall with stores like itch.io or Web publishers like

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It is also overall more compatible with stores like itch.io or Web publishers like
It is also overall more compatible with stores like `itch.io <https://itch.io/>`__ or Web publishers like

If we're already linking other web publishers, should be consistent and like to itch too?

**debug information** like JavaScript, engine, and WebGL errors.

If the shortcut doesn't work, it's simply because Godot actually captures the input.
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If the shortcut doesn't work, it's simply because Godot actually captures the input.
If the shortcut doesn't work, it's because Godot actually captures the input.

No "simply". Not a hard rule but in this case I think it improves the sentence 🤷

including requiring specific server-side headers and complete cross-origin isolation
(meaning no ads, nor third-party integrations on the website hosting your game).

Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which
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@tetrapod00 tetrapod00 Nov 27, 2024

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Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which
Since the release of Godot 4.3, Godot supports exporting your game on a single thread, which

Ideally the docs should be present tense and be written in a way that is still valid many minor versions from when initially written. So phrases like "now" or "currently" should be avoided when possible, because there is an implicit comparison to just before now, which may be many minor versions ago when this is read, and therefore not relevant.

Suggested change
Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which
Since Godot 4.3, Godot supports exporting your game on a single thread, which

Can also be more concise like this.

As a side note, I don't particularly like the "since Godot 4.2" type notes, because they also become "out of date" in the sense that in the future, it won't be relevant which minor version a feature was added in. But they're common enough already that it's not worth trying to change.

Since the release of Godot 4.3, Godot now supports exporting your game on a single thread, which
solves this issue. While it has some drawbacks on it's own (it cannot use threads, and is
not as performant as the multi-threaded export), it doesn't require as much overhead to install.
It is also overall more compatible with stores like itch.io or Web publishers like
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It is also overall more compatible with stores like itch.io or Web publishers like
It is also overall more compatible with stores like `itch.io <https://itch.io/>`__ or Web publishers like

If we're already linking other web publishers, should be consistent and like to itch too?

@@ -232,6 +258,17 @@ player to click, tap or press a key/button to enable audio, for instance when di
.. warning:: Access to microphone requires a
:ref:`secure context <doc_javascript_secure_contexts>`.

.. warning::

By default since Godot 4.3, Web exports will favor the use of samples instead of streams
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By default since Godot 4.3, Web exports will favor the use of samples instead of streams
Since Godot 4.3, by default Web exports will favor the use of samples instead of streams

These "Since Godot 4.3" notes should be the first thing in their paragraph IMO

Suggested change
By default since Godot 4.3, Web exports will favor the use of samples instead of streams
Since Godot 4.3, by default Web exports will use samples instead of streams

Can also be more concise

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Godot 4.3 web export should work on MacOS and iOS
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