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<title>godot.git/platform/javascript, branch master</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=master</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom?h=master'/>
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<updated>2017-10-11T20:36:52Z</updated>
<entry>
<title>Merge pull request #12010 from eska014/jseval</title>
<updated>2017-10-11T20:36:52Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-10-11T20:36:52Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3e681227ab851bde466457f9d4ff6e800b7ef51a'/>
<id>urn:sha1:3e681227ab851bde466457f9d4ff6e800b7ef51a</id>
<content type='text'>
Improve JavaScript calls, allow passing byte arrays to GDScript</content>
</entry>
<entry>
<title>Improve JavaScript calls</title>
<updated>2017-10-10T23:14:07Z</updated>
<author>
<name>Leon Krause</name>
</author>
<published>2017-10-10T21:37:16Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5e06d3d81451ae739c6bd29cab93afada61074b9'/>
<id>urn:sha1:5e06d3d81451ae739c6bd29cab93afada61074b9</id>
<content type='text'>
 - 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
</content>
</entry>
<entry>
<title>Merge pull request #11782 from eska014/persistent-userfs-test</title>
<updated>2017-10-03T10:24:11Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-10-03T10:24:11Z</published>
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<id>urn:sha1:2bece6bbd35c53390b2d3eedcf9b6d9949db518d</id>
<content type='text'>
Add OS::is_userfs_persistent, allow starting HTML5 platform in private mode</content>
</entry>
<entry>
<title>Merge pull request #11568 from endragor/loggers</title>
<updated>2017-10-02T21:51:26Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-10-02T21:51:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=132ba0ed9799db9ed1449fa2f2fc597d4b91612d'/>
<id>urn:sha1:132ba0ed9799db9ed1449fa2f2fc597d4b91612d</id>
<content type='text'>
Extract logging logic</content>
</entry>
<entry>
<title>Add OS::is_userfs_persistent to check user:// persistence</title>
<updated>2017-10-02T19:07:05Z</updated>
<author>
<name>Leon Krause</name>
</author>
<published>2017-10-02T14:09:24Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=7b23665e728fe10cd0eedb54824aaeae4ae23758'/>
<id>urn:sha1:7b23665e728fe10cd0eedb54824aaeae4ae23758</id>
<content type='text'>
Allows starting HTML5 export when IndexedDB is not available.
</content>
</entry>
<entry>
<title>Use primary WebAssembly.instantiate overload</title>
<updated>2017-10-02T11:09:59Z</updated>
<author>
<name>Leon Krause</name>
</author>
<published>2017-10-02T11:09:59Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=11ab7b6efc3353ac19aed6f88c5a38bfbe879ebd'/>
<id>urn:sha1:11ab7b6efc3353ac19aed6f88c5a38bfbe879ebd</id>
<content type='text'>
Previously WebAssembly.compile was used along with the secondary
WebAssembly.instantiate overload. Using only the primary overload is
recommended to get best performance.
</content>
</entry>
<entry>
<title>Use BoolVariable in platform-specific options.</title>
<updated>2017-09-25T18:36:30Z</updated>
<author>
<name>Elliott Sales de Andrade</name>
</author>
<published>2017-09-25T04:37:17Z</published>
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<id>urn:sha1:3e69d19116e8d0d64fcbb096d925249e5d3596ed</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use BoolVariable for module options.</title>
<updated>2017-09-25T18:36:30Z</updated>
<author>
<name>Elliott Sales de Andrade</name>
</author>
<published>2017-09-25T04:27:32Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5be675eb0332ccf660a81df51701146997ef9fcb'/>
<id>urn:sha1:5be675eb0332ccf660a81df51701146997ef9fcb</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use BoolVariable in target/component/advanced options.</title>
<updated>2017-09-25T18:36:02Z</updated>
<author>
<name>Elliott Sales de Andrade</name>
</author>
<published>2017-09-25T04:04:49Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=ffab67b8daea8e3379824105439eba8226b72fde'/>
<id>urn:sha1:ffab67b8daea8e3379824105439eba8226b72fde</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Extract logging logic</title>
<updated>2017-09-25T09:19:21Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-09-22T05:56:02Z</published>
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<id>urn:sha1:1a2311e3505765e37b736fe6bb46bb229e00701f</id>
<content type='text'>
Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:

 - Extracted logging logic into a separate Logger hierarchy. It allows
   easy configuration of logging mechanism depending on compile-time or
   run-time configuration.

 - Implemented RotatedFileLogger which is usually used with StdLogger,
   providing persistency of logs. It is often important to be able to
   obtain logs of the game even in production to be able to understand
   what happened prior to some problem. On mobile there previously was
   no way to obtain the logs aside from having the device connected to
   your machine.

 - flush() is not performed in release mode for every logged line. It
   is only performed for errors.
</content>
</entry>
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