ECMAScript
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Javascript binding for godotengine
This allows for not having to specify a path to the file: ```ts import { /* ... */ } from './decorators'; import { /* ... */ } from '../decorators'; import...
This allows for not having to specify a path to the file: ```ts import { /* ... */ } from './decorators'; import { /* ... */ } from '../decorators'; import...
I am new to how GDExtension works, and was wondering can this be added to an already installed version of Godot? I got my version from the Steam store. Can...
I've been piecing together how to use this API from the main guide (the older examples won't load the jsx files) and I am having an issue bundling through esbuild...
Clicking on getting started or documentation takes us to a page that doesn't exist, the 404 error appears https://geequlim.github.io/ecmascript/getting-started
We should do some changes: - [ ] Add/change branches (all of them should be protected and status-checks should be enabled): - [x] `3.4` (currently `master`) - [x] `4.1` (currently...
#### Concerned version [4.1-v0.0.17-alpha-20231003](https://github.com/Geequlim/ECMAScript/actions/runs/6473613422) #### Problem It seems that any function passing arguments makes the application crash, both on editor connection and using the `.connect(str, fn)` method #### What works:...
Thoughts? Comments?
The README seems to indicate that `require`-ing modules works, but when I tried to import a JS file that uses `require()`, I get a `'require' is not defined` error message....
I have a configuration in JSON format. I want to read this file as an Autoload Singleton. None of the file options work. JS fetch() and FileReader() both give the...