Properly set HTML5 DisplayServer init error value.
Checked in main.cpp, would cause the engine to not load.
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@ -829,6 +829,8 @@ DisplayServer *DisplayServerJavaScript::create_func(const String &p_rendering_dr
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}
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DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_driver, WindowMode p_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error) {
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DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_driver, WindowMode p_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error) {
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r_error = OK; // Always succeeds for now.
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RasterizerDummy::make_current(); // TODO GLES2 in Godot 4.0... or webgpu?
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RasterizerDummy::make_current(); // TODO GLES2 in Godot 4.0... or webgpu?
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#if 0
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#if 0
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EmscriptenWebGLContextAttributes attributes;
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EmscriptenWebGLContextAttributes attributes;
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