Mathias Westerdahl
Mathias Westerdahl
I have setup my steam deck accordingly, and I can also reproduce this issue. I'll see if I can also use Visual Studio directly to make the turnaround times a...
> I think it can be done, since I assume that the engine does not interact with Lua objects during rendering. Just a small note. While it is technically true...
> will call the GC step on its own in a separate thread during rendering the render queue. I'm not sure how to do that, as the Lua context itself...
> I don't know the reason, but it didn't get an "s" suffix compared to the go.cancel_animations function name The `go.cancel_animations()` function arrived two years later than the other one,...
It is likely the code takes a different path when you are moving the window. E:g. it suggests that the game is not paused during that time, but also not...
Oh, yes, I totally agree! I have had my eyes on that one for quite some time. Quick design: We should move the functionality into separate libraries `dlib_image.a`/`dlib_image_null.a`.
If you never access a `https://` link, then I guess there's no need to include the mbedtls library, no.
> this could be used to disable encryption in your scenario (by leaving the binary data untouched) However, the original version is still left in the code as the fallback....
Another improvement (since you're building the engine yourself), is to use the flag `--ndebug`. It adds the define `NDEBUG` to the engine which removes all the `assert()` and log strings....
A comment on modularity. The `image`Lua module is registered by `void ScriptImageRegister(const ScriptLibContext& context)` in script_image.cpp. We don't have "script extensions", so we should rather just use regular extension for...