There are no additional Gamepad tests that pass because our SpiderMonkey
is two years old and cannot cope with `async` (AFAICT), what a time
to be alive!
style: Fix some dead links in style.md
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Part of https://github.com/servo/servo/issues/20126
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style: Fix a typo in Integer struct docs
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Fix a typo in `Integer` struct documentation.
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style: Allow to share style across elements with similar XBL bindings.
Also move the checks so that the tag name checks (presumably cheaper) come earlier.
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Unbreak the docs build.
I added this to avoid the problem with doc builds leaving around large build artifacts while also working around #17243, but it appears to break the doc build entirely. This won't end up executing on servo-linux1 or servo-linux2 because of #17243, but I'm looking into the correct solution for that simultaneously.
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This allows us to not generate trait bounds for field types anymore,
by excluding bounds for type parameters used only in fields annotated
with `#[animation(error)]`.
The syntax is `#[animation(no_bound(Foo, Bar))]` where `Foo` is a type
parameter for the type on which we derive things. Ideally this should
be an attribute on the type parameter but this isn't stable yet.
Make KeyframesPercentage::parse faster
Minor refactoring of the parsing of keyframes.
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Extract text emphasis style
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Extracted the text-emphasis-style property out of the inherited_text.mako.rs.
This is a part of #19015
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constellation: Make setting up the WebGL state fallible.
This fixes a regression caused by the glutin update.
We now are creating EGL contexts in Linux Wayland, instead of X context, so the
GLContextFactory assumption of one GL back-end per platform is broken.
This just works around it, for now, but in general I think not relying on
available WebGL state is a good thing, and we do that already for WebVR anyway.
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This fixes a regression caused by the glutin update.
We now are creating EGL contexts in Linux Wayland, instead of X context, so the
GLContextFactory assumption of one GL back-end per platform is broken.
This just works around it, for now, but in general I think not relying on
available WebGL state is a good thing, and we do that already for WebVR anyway.