summaryrefslogtreecommitdiff
path: root/platform/javascript/javascript_eval.cpp
AgeCommit message (Collapse)Author
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-02-24Use stdout/-err for all messages in HTML5 platformLeon Krause
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-02Fix compiler warnings in HTML5 platformLeon Krause
2018-08-11use console.warn instead of Module.printErr: emscripten no longer exports ↵Alon Zakai (kripken)
printErr by default, and instead err() should be used in code seen by the optimizer; however, as Godot only runs on the Web (and not in node.js or elsewhere), using console.warn directly is good enough, and will work in all versions if emscripten
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-25Remove contrived JavaScript.eval return typesLeon Krause
2017-11-18Facilitate exposing platform-exclusive interfaces to all platformsLeon Krause
This makes the interfaces available, without implementation, in other platforms and the editor, which facilitates documenting platform-exclusive classes. Platform-exclusive APIs must be set up in platform/<platform>/api/api.cpp. Provide noop method-implementations where necessary. Also setup and document the HTML5 platform's JavaScript singleton.
2017-10-11Improve JavaScript callsLeon Krause
- Allow returning ArrayBuffer and views as PoolByteArray - Return real_t for integral numbers - Read all color channels as 0.0 - 1.0 floating point numbers
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-01Enable WebGL2 in web export, start fixing buildeska
Will not yet compile
2017-01-16Style: Prevent clang-format on JS codeRémi Verschelde
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-06-30Add JavaScript eval interfaceeska