jekky
jekky
the lint doesn't hang anymore, it fails with an error (although not a very good one), but I think this can be closed
Hi, this looks like a nice addition! Some suggestions/ideas: - I haven't used nom much, so I don't know how difficult it'd be, but if we're introducing a new parsing...
@ProphetLamb I've experimented with using a pooled approach early on in the project and I found there was no discernable difference in the CPU profile, it's far from being a...
@ProphetLamb I think bumpalo is the one I've tried, but I can't remember at the moment - I'd be open to this kind of change if it's shown to make...
At the moment the compiler is pretty highly IO-bound because it reads and writes pretty big cache files. These files contain bytecode for ~500k LoC written by the original game...
I think bump allocation in the code that parses the binaries could be worth a shot, and maybe zero-copy parsing strings, which I avoided initially because the data loaded from...
Visibility has never been enforced on accessing class members, because initially, when building the compiler I realized that it severely limited what kinds of mods could be written without accessing...
We can keep this issue as an enhancement (addition of an opt-in visibility enforcement for class members).
@Thortok try removing the double quotes (`"`) and remove the second setting (Script Cache path)