ludamad
ludamad
+1. I'd like very much if the Lua community could get behind a single project like this, and I don't think Luvit is it.
This as an extensible mechanic would be very nice (eg compiler hook that controls its meaning would add quite a bit of flexibility).
I'll have to agree; mainly, I only commented on this because in Lua I'd end up awkwardly marking variables as eg function b(--[[Optional]] a)..., and there's no good way to...
They'd be nice, it's currently hard to do type-like comments, eg run_server(--[[Port]] 3000, --[[# Channels]] 2). If I'm not mistaken, a string literal would be interpreted as a function call...
ProjectileInst & FeatureInst are now implemented in Lua. In fact, all of EnemyInst is now headed towards Lua. Still a work in progress before its merged in the main game...
A stat system that meets the desired level of sophistication is almost complete.
This is addressed in the in-progress redo of the stat system.
That has been long scrapped and was over-engineered. Random artifacts should be added.
It seems a workaround is to save callSite.origToString = frame.toString() and return it for WASM stack frames
I can provide a PR here if the above approach seems doable - it would help anyone looking to transform WASM stack after this tool. I have local changes that...