Geequlim

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No there is only a experimental vscode debugger support for now

We don't support return values by out arguments. You have to make a gdscript wrap then call from JavaScript to achieve this

OSExecuter.gd ```gdscript var code: int = 0 var output: Array = [] func execute(path: String, arguments: PoolStringArray = [], blocking: bool = true, read_stderr: bool = false): code = OS.execute(path,...

This is because the Array and Dictionary is diffrent thing in JavaScript and Godot. For most maybe >99% use case they looks like same so I convert JavaScript Array/Object to...

> There are a number of properties (__class__,__ptr__, __ctx__, __id__) that are added to every instance of a class that extends godot.Node / seem to be properties to interact with...

How about `godot.round` and `godot.ceil` ?

@Flux159 That looks cool. PR welcomed :P

Does `default` is a keyword to prevent you doing this ?

Test case for QuickJS to make sure we can use Godot Object type correctly in javascript ```js (function() { try { console.log("---------------------------"); var btn = new godot.Button(); console.log(btn, btn instanceof...

> Fork of QuickJS with the necessary changes: https://github.com/koush/quickjs > VSCode Extension: https://github.com/koush/vscode-quickjs-debug > VSCode Marketplace Link: https://marketplace.visualstudio.com/items?itemName=koush.quickjs-debug ↑ It's time to start the work :)