Gil Reis
Gil Reis
@IntangibleMatter It's less about compiling Lua to WASM, but rather how the plugin uses LuaJIT's FFI to talk to the Godot API instead of plain Lua/C bindings. The FFI is...
The problem with multithreading and Lua is that the VMs, at least standard PUC-Rio Lua and LuaJIT, are not thread-safe. There are some Lua-specific libraries for multithreading, like [Lanes](https://github.com/LuaLanes/lanes), [Threads](https://github.com/torch/threads)...
I don't know if "intended" is the best word for this, but yeah. Maybe one day we can have a threaded version of the PluginScript, but it needs more planning/researching...
I agree, we cannot multithread safely in LuaJIT without spawning new Lua states. Godot's [Array and Dictinaries are thread-safe if you don't change their container size](https://docs.godotengine.org/en/stable/tutorials/performance/threads/thread_safe_apis.html#gdscript-arrays-dictionaries), so they could be...
@Calandiel most of the reasoning is already in this thread, but I think the problem is mostly about how to interface this threading stuff with the Godot side of things....
Hi! In terms of Godot functionality, you do stuff in Lua scripts the same way that you would in GDScript or C#, you just have to use the right objects/methods....
You'll have to be more specific with what you're trying to make. I could make a demo, but it might not do exactly what you're trying to do, since Godot...
No problem! ^^
Yeah, I tested here, super weird =S Whenever I select the DockableContainer object, it resets the layout. There is probably something weird going on when the property editor is instantiated...
Hmm, that's a nice feature to have, but if it would only be supported on Godot 4.0+, breaking changes to scripts are needed, like `@onready` annotations. There could be a...