Gil Reis
Gil Reis
Oh yeah, and of course, if you open the debug library in your LuaState, you can manually call `debug.sethook` with your hook function (it must be a LuaFunction, not a...
Hey @joergbrech, maybe you should just cast the `sol::protected_function` to a `sol::table` and use that instead: ```cpp // sol::protected_function const& f; if (f.is()) { auto metatable = f.as()[sol::metatable_key]; // ......
Hey folks, thanks for the additional info. I'll check it out at some point. Maybe memory allocations fail at some point and it crashes because of that. We could add...
> Would be cleaner if we could add it to the flags, though I realize that that overloads what the native SQLite code uses. Yeah, I though about it, but...
Hey @ClassyCircuit, thanks for the question. It seems SQLite-net does not have any Foreign Key support using attributes (https://github.com/praeclarum/sqlite-net/issues/100) =/ So for now, using SQL with a "CREATE TABLE ..."...
Passed through this problem here, https://github.com/playgameservices/play-games-plugin-for-unity/issues/3318#issuecomment-2497374461 didn't work here 100%, but I found another fix that worked with EDM4U 1.2.183 and does not break after forced resolving: instead of relying...
Hey @anarchy-chan, thanks for working on this. Overall, I think we could have the examples live inside a single Godot project, which could be the same as the one currently...
Hey @anarchy-chan, thanks for the report. > 1. Properties are unordered because they are stored in a table as key value pairs. I think that mimicking the GDScript approach of...
> I do like the GDCLASS approach. It could maybe even simplify other things in the future. Yeah, it could for example be used to check if a Lua file...
> When I tried to use `Array[AnotherClass]` as described, it didn't error, but the editor still allowed other types of elements in the array and didn't automatically create new elements...