Jon
Jon
Since I haven't learned the Rust language, the code is basically learned by google or your source code. Originally wanted to add a feature that specifies love download url, but...
This copy feature can fuse all code to love.exe and copy our assets(image, audio, font, ext) to outside, ``` lfs = love.filesystem if lfs.isFused then lfs.mount(lfs.getSourceBaseDirectory(), '', true) end ```
It can patch for a empty hash, also able to convert diff to hash.
Nice. vec3.angle_to has a bug for same vec3. `v3.angle_to(v3)` will return `nan` use `acos(a:dot(b) / (a:len() * b:len()))` will fix it, so, could you add a testing case for this?...
`acos(a:dot(b) / (a:len() * b:len()))` also has this bug when a:len() * b:len() is zero or lua5.4, we should check `a == b`.
0 / 0 and acos(v) v > 1 will get nan. maybe same case make v > 1 in mycode.
I found that in some cases `abs(a:dot(b))` greater than `abs(a:len() * b:len())` I think it's because of floating point issues, `a == b` or `a == -b`
I have implement the `sqlite3_exec`. Maybe you can try it https://github.com/Codezerker/lua-ljsqlite3/commit/4efb927a6514039ec657ce977154b6ea3596f2ce
I also encountered this problem ``` Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG') UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp:208] UE4Editor_D3D11RHI!VerifyD3D11Result() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp:256] UE4Editor_D3D11RHI!CreateAndUpdatePooledUniformBuffer()...
Compared with the slow calling performance of Lua C API, GC of these tables is obviously faster