Closed RadiantUwU closed 12 months ago
I like the idea of this, however using the built in godot warning print should just be default. User should be able to set their own warnf method as well imo
I like the idea of this, however using the built in godot warning print should just be default. User should be able to set their own warnf method as well imo
That could always be added later, they could also just push a new global with warn() to make it easy, but by default it should still use push_warning as expected.
That could always be added later, they could also just push a new global with warn() to make it easy, but by default it should still use push_warning as expected.
IMO the ability to prevent the warning output from going to through the build in warning system is a must. Since the lua API allows a special method to be set for the warning (special as in its not a lua_CFunction) there should be a method like we have for set_hook but for the warning. Where possible we just want to expose a convenient version of the base lua API
IMO the ability to prevent the warning output from going to through the build in warning system is a must. Since the lua API allows a special method to be set for the warning (special as in its not a lua_CFunction) there should be a method like we have for set_hook but for the warning. Where possible we just want to expose a convenient version of the base lua API
I could try adding one, just a private callable member would work?
I could try adding one, just a private callable member would work?
Yeah just a callable that if it exists it is called to handle the warning instead of the build in handling you have done.
Ummmm, it seems like i will have to move the implementation over to luaState....
bruh
Oops, i forgor :skull:
This will call push_warning once lua executes warn()