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Can We Have Line Numbers For LUA Errors?


Davaris
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I was going through the LUA Tute and saw it has a debugger, which tells you when you have an error which is great. The only problem is it doesn't tell you what line number the error is on.

 

So my request is can we have line numbers included in the error report?

 

 

Once a script starts to become large and complicated, no line numbers on the error messages, will make them very difficult to find.

 

 

 

 

--Register abstract path 

RegisterAbstractPath("") 

--Set graphics mode 
if Graphics(1024,768)==0 then 
Notify("Failed to set graphics mode.",1) 
return
end 

world=CreateWorld() 

if world==nil then 
Notify("Failed to initialize engine.",1) 
return 
end 

mesh=CreateMesh() 

mesh:Point(nil)

Win 7 Pro 64 bit

AMD Phenom II X3 720 2.8GHz

GeForce 9800 GTX/9800 GTX+

4 GB RAM

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Yay for no one looking at my debug.Trace library I posted a month or so ago?

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  • 1 month later...
  • 4 weeks later...

This will be included in version 2.32. The main editor even gives debug info on crashes that occur during a Lua script execution.

My job is to make tools you love, with the features you want, and performance you can't live without.

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