Switch to Oberon00's LuaBind 0.9.1 fork#273
Switch to Oberon00's LuaBind 0.9.1 fork#273Architector4 wants to merge 8 commits intocortex-command-community:developmentfrom
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Everything compiles and the game runs, but some lua scripts screw up. For instance, in `NativeHumanAI.lua`, in line 353, accessing `Owner.MOMoveTarget.Pos` creates a lua error about no matching overloads or something Those will need further work to find out why that is. I'm spent.
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oh my GOD of course literally everything except linux breaks on some boost bullshit of course oh and yeah stuff i did here completely ignores msbuild so that might need to get figured out too |
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also can someone pull in the minizip commit separately into development branch or something please lmao edit: go go gadget separate PR |
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Tried out this branch right now. (that and plus the minizip one to make it build) Everything seems to work fine, except that a few scenarios spam "ERROR: stack overflow" in the console and don't run right after starting. Note: I mostly just tried starting the scenario and walking left/right or whatever for a few seconds, nothing too involved. the broken scenarios are:
All other scenarios seem to work lol |
This only replaces the get/set pairs where the clear intent is to let the Lua code read or write the vectors at will, and where the getters/setters don't do anything at all. Rationale: the getters all return `const RTE::Vector&` - a *constant* reference, modifying through which breaks programmer and compiler assumptions. This makes innocent looking Lua code like `Thing.Pos.X = 5` ill-defined. In particular, Oberon00's fork of Luabind errors out on code like the above exactly due to this circumstance. This commit fixes most instances of this. I can't guarantee that this commit is comprehensive. I vote for getting rid of all the useless getters/setters like these in the first place, which would then make it easier to ensure that the Lua code does not run into this on accident.
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It was all due to scripts mutating things through const ref. Fixed now in latest commit. CI still screams, but as far as I can tell, that's all due to the minizip moment. Also I ignored msbuild, so I'd like someone else to mop that up too lol |
Everything compiles and the game runs, but some lua scripts screw up.
For instance, in
NativeHumanAI.lua, in line 353, accessingOwner.MOMoveTarget.Poscreates a lua error about no matching overloads or something. Enemy AI doesn't work, as a result.Those will need further work to find out why that is. I'm spent.