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Fix lint errors in WebXR module
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.github/workflows/static_checks.yml
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.github/workflows/static_checks.yml
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@ -76,7 +76,7 @@ jobs:
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- name: JavaScript style and documentation checks via ESLint and JSDoc
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run: |
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if grep -q "platform/web" changed.txt || [ -z "$(cat changed.txt)" ]; then
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if grep -q "\.js" changed.txt || [ -z "$(cat changed.txt)" ]; then
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cd platform/web
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npm ci
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npm run lint
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@ -319,7 +319,7 @@ const GodotWebXR = {
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// next reference space.
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window.setTimeout(function () {
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const reference_space_c_str = GodotRuntime.allocString(reference_space_type);
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const enabled_features_c_str = GodotRuntime.allocString(Array.from(session.enabledFeatures).join(","));
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const enabled_features_c_str = GodotRuntime.allocString(Array.from(session.enabledFeatures).join(','));
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onstarted(reference_space_c_str, enabled_features_c_str);
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GodotRuntime.free(reference_space_c_str);
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GodotRuntime.free(enabled_features_c_str);
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@ -567,7 +567,7 @@ const GodotWebXR = {
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// Hand tracking data.
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let has_hand_data = false;
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if (input_source.hand && r_hand_joints != 0 && r_hand_radii != 0) {
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if (input_source.hand && r_hand_joints !== 0 && r_hand_radii !== 0) {
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const hand_joint_array = new Float32Array(25 * 16);
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const hand_radii_array = new Float32Array(25);
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if (frame.fillPoses(input_source.hand.values(), space, hand_joint_array) && frame.fillJointRadii(input_source.hand.values(), hand_radii_array)) {
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