It used to be updated before the first iteration, causing the window/viewport size values to be incorrect during the initialization phase (e.g. during the first `_ready` notification).
@@ -805,6 +805,7 @@ const GodotDisplay = {
canvas.style.left = 0;
break;
}
+ GodotDisplayScreen.updateSize();
if (p_fullscreen) {
GodotDisplayScreen.requestFullscreen();