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Releases: WallopingEwe/JS-Chip

Beta v1.0.4

Beta v1.0.4 Pre-release
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@WallopingEwe WallopingEwe released this 24 Dec 07:24

Added an op count and you can get the count via JS_GetOps(context)
Full Changelog: v1.0.3-beta...v1.0.4-beta

Beta v1.0.3

Beta v1.0.3 Pre-release
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@WallopingEwe WallopingEwe released this 23 Dec 23:26

Added op limits to some op codes to prevent infinite loops and such

Full Changelog: v1.0.2-beta...v1.0.3-beta

Beta v1.0.2

Beta v1.0.2 Pre-release
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@WallopingEwe WallopingEwe released this 22 Dec 22:09

Added Inputs, Outputs, Tons of Entity stuff, Vector library, tons of other changes

Full Changelog: v1.0.1-beta...v1.0.2-beta

v1.0.1-beta

v1.0.1-beta Pre-release
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@WallopingEwe WallopingEwe released this 19 Dec 21:11

Added a memory limit (640kb) per runtime, Events, Some entity stuff, console.log prints to chat, fixed some editor stuff and added new keywords, chip is dupeable, other random fixes

JS
Entity.chip() gets the chips entity index
Entity.owner() gets the chips owners index
Entity.GetName(ent index)
Entity.GetClass(ent index)

Events.on(string event, function) this will be called when lua emits the string

LUA
The variable args allows colors, angles, vectors, numbers, strings, booleans, nil, Entities any others will appear as null in javascript
JS_EmitEvent(context, string event, ...)

Full Changelog: beta...v1.0.1-beta

Beta

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@WallopingEwe WallopingEwe released this 17 Dec 01:18
a608933

The only interaction to lua right now is console.log and it only prints serverside at the moment. Also make sure not to make infinite loops or you'll freeze your game as the opcodes aren't setup to stop the chip. The chip also runs every tick at the moment so lets and consts in the global scope will error the chip on the second tick it runs on so use var for the global scope at the moment.