Make javascript module for Godot Engine 4 production ready
fire opened this issue · 7 comments
fire commented
List of issues to create pull requests.
- formatting in c++
- formatting in python
- warnings as errors is failing
- cicd is failing https://github.com/V-Sekai/godot/actions/runs/4779661841/jobs/8496916452
- Complete https://github.com/V-Sekai/godot/commits/javascript
- Resource api changed
- Error: modules/javascript/thirdparty/quickjs/./quickjs/quickjs.h:949:49: error: cast between incompatible function types from 'JSValue ()(JSContext, JSValue, int, JSValue*, int)' to 'JSValue ()(JSContext, JSValue, int, JSValue*)' [-Werror=cast-function-type]
949 | return JS_NewCFunction2(ctx, (JSCFunction *)func, name, length, cproto, magic); - modules/javascript/thirdparty/quickjs/quickjs/cutils.c:179:13: error: comparison of integers of different signs: 'int' and 'unsigned int' [-Werror,-Wsign-compare]
if (len < sizeof(buf)) {
~~~ ^ ~~~~~~~~~~~
modules/javascript/thirdparty/quickjs/quickjs/cutils.c:300:11: error: comparison of integers of different signs: 'int' and 'const unsigned int' [-Werror,-Wsign-compare]
if (c < utf8_min_code[l - 1])
Geequlim commented
@fire Of course you can.
This project is something I've always wanted to do well but couldn't find enough time to actually finish it.
If you need any help I will do my best to answer it for you.
fire commented
I want to merge prs.
lh472266503 commented
What's the current status of the development progress?
I want to learn and dev.
fire commented
@Geequlim and I have been busy. I honestly forgot about this.
I want to get javascript on godot 4.1
fire commented
The branch needs an update but I can do a console log from js.
fire commented
Completed after the merge.