Commit Graph

216 Commits

Author SHA1 Message Date
4990454320 Revert "Bump to 0.9.0 preview API for godot-rust."
I'd initially done this because 0.9 uses a newer bindgen and, for some reason, I can't build this with a local tts-rs under Windows. This, despite bindgen only being a Linux dependency. Seems to work fine with the dependency from crates.io, though.

0.9 also appears to be broken on MacOS/iOS targets.

Apologies for the impending force-push to update the release tag.
This reverts commit 6bbddcc6dd.
2020-09-02 14:34:13 -05:00
8732269699 I thought, if the path wasn't found, then crates.io would be the fallback. Apparently not. 2020-09-02 13:39:51 -05:00
6bbddcc6dd Bump to 0.9.0 preview API for godot-rust. 2020-09-02 13:19:25 -05:00
00aadde492 README polish. 2020-09-02 12:26:28 -05:00
30eacee6ff Use actual normal_rate getter so we don't repeat ourselves. 2020-08-27 15:31:31 -05:00
274902432c Fix JavaScript rate issues.
* Replace ints with floats when non-zero. Not sure if this is explicitly necessary, but at least it makes the type more obvious.
* Set initial JavaScript rate to 1.0, not 50. 50 was a remnant of the rate being a percentage, rather than a value between platform-specific minimums and maximums.
2020-08-27 15:27:50 -05:00
afdb73991f Add dependencies to debug gdnlib so debug exports work. 2020-08-25 12:41:04 -05:00
b556c4d2f0 Fix cut-and-paste error on iOS release action. 2020-08-21 11:16:18 -05:00
f9d485faab Fix broken Android singleton names. 2020-08-21 10:31:59 -05:00
f0834feea5 Changes necessary to get working on Android. 2020-08-18 17:23:05 -05:00
c5f8e28028 Add iOS libraries to Godot configuration. 2020-08-18 16:51:49 -05:00
550bb82c89 Add iOS test and release builds. 2020-08-18 15:59:27 -05:00
591e9a26c1 Add staticlib crate type for iOS. 2020-08-18 15:54:58 -05:00
20abaa45ab Bump version. 2020-08-18 15:51:36 -05:00
d3b90f48e7 Use deprecated API so compatibility down to 18 can be maintained. 2020-08-18 13:50:32 -05:00
971f0afbfd Filename consistency. 2020-08-18 11:02:02 -05:00
4ff4d26c77 Add Android plugin configuration. 2020-08-18 10:48:24 -05:00
3f611f18b8 Update release and test builds to use LFS, and to incorporate new Android build process. 2020-08-18 10:48:04 -05:00
705126ef2f Merge branch 'master' into v0.6 2020-08-18 10:34:08 -05:00
e05cdde57d Add Android build action. 2020-08-18 10:30:30 -05:00
5395256385 Switch to Gradle for builds. 2020-08-18 10:28:53 -05:00
30a82fc6b0 WIP: Try downloading Godot AAR. 2020-08-14 09:43:09 -05:00
6fd18b0de1 Update release build to include MacOS, and to package README.md. 2020-08-14 08:37:11 -05:00
8dfa941ba6 Remove unnecessary logging. 2020-08-13 12:56:14 -05:00
f389e818b9 Bump dependency. 2020-08-13 12:12:48 -05:00
8c26502f25 Add OSX library to gdnlib files. 2020-08-12 18:59:03 -05:00
1eca767056 Add MacOS test build. 2020-08-12 16:34:49 -05:00
bfdedf64db Bump dependency. 2020-08-12 16:31:39 -05:00
dec1d2cc17 Move TTS initiaization to _init so script works either as a singleton or an instantiated object. 2020-07-23 14:05:36 -05:00
e0f419aaf6 Add Bazel build for standalone Android plugin. 2020-07-09 12:32:14 -05:00
b78848f583 Ensure that TTS always runs. 2020-07-06 15:14:20 -05:00
067b8b43b5 Add Bazel artifacts. 2020-07-06 13:23:43 -05:00
0c11a70d28 Add VSCode build task. 2020-06-18 15:58:02 -05:00
574edcf93c Eliminate an unreachable code warning, since conditional compilation is used to fail fast where possible. 2020-06-17 18:11:19 -05:00
aa3c9475ab Update README. 2020-06-14 20:19:50 -05:00
a7e457da71 Revert "Use UWP rather than UWP.64 to specify the library to load."
I'd selected a 32-bit target, which explains why this wasn't working.

This reverts commit 88b20ad586.
2020-06-14 18:10:11 -05:00
88b20ad586 Use UWP rather than UWP.64 to specify the library to load. 2020-06-14 17:49:46 -05:00
85492b52dc Integrate env_logger. 2020-06-11 13:12:49 -05:00
a4c61a421f Refactor to cfg! where possible. 2020-06-11 13:11:09 -05:00
d115470c0d Try adding current Windows DLL as a UWP dependency as well. 2020-06-10 20:59:31 -05:00
b076b78eb5 Bump tts to V0.3.0. 2020-06-09 11:25:49 -05:00
0d7ba71769 Various improvements.
* Add ability to detect when speaking. Doesn't yet work under Linux or WinRT.
* Add signal to indicate when speaking is done.
* Refine screen reader detection under Android.
2020-06-02 16:23:45 -05:00
c7d827da93 Reformat. 2020-05-28 13:29:39 -05:00
e88641f54d s/Float/float/ 2020-05-28 12:29:44 -05:00
d7e768e0f4 Fix Android build errors. 2020-05-28 12:05:21 -05:00
fefa09779d Fix link to TTS.gd. 2020-05-19 10:01:50 -05:00
5ca1076bc4 Add initial README. 2020-05-19 10:00:37 -05:00
f81486a02c Add return statements to (hopefully) make conditional compilation actually compile. 2020-05-19 09:14:40 -05:00
aa718c5fe6 Implement screen reader detection for everything but Android.
Android support is waiting on Godot 3.2.2 when the new plugin system lands.
2020-05-19 08:56:41 -05:00
4495b89ff3 Implement rate on Android in a way that is compatible with the new API. 2020-05-19 08:10:02 -05:00