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Scenery build fails to load synchronously #593
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Adds buildConfig isJSOnly and associated parameters, and modifies how things build when that is true (e.g. Scenery/Kite/Dot)
It looks like the synchronous support in chipper was reverted in phetsims/chipper@001c895 (don't see a comment why). It looks like asynchronous may be preferable/required for sims (maybe the progress indicator?), so I've added support for both ways of doing things. Scenery has an added section in package.json that illustrates the changes: "phet": {
"isJSOnly": true,
"requiresLodash": true,
"requiresJQuery": true,
"assignGlobals": {
"scenery": "main",
"kite": "KITE/main",
"dot": "DOT/main",
"axon": "AXON/main",
"phetCore": "PHET_CORE/main"
},
"finalizeJS": "scenery.Util.polyfillRequestAnimationFrame();"
} where options are documented in getBuildConfig (and only relevant when isJSOnly is true). This also allows us to just "grunt" or "grunt build" for Scenery/Kite/Dot, since we can detect whether a repo is isJSOnly before creating the tasks, so I've done that (makes things easier). This fixes the issues I was having (asynchronous loading, various scripts/files not working) that were blocking other issues. @samreid, can you review the changes, and potentially suggest alternatives? |
I skimmed the change sets and it all seems reasonable (particularly regarding synchronous/asychronous in the requirejs build), and I like how grunt builds js code for libs now. |
@samreid noted it may be related to phetsims/chipper#499.
This prevents documentation from being viewed, examples from being run, etc.
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