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Implemented automatic debugger connection and setup when EnableLuaDebugging = 1 in config
Allowed objects in master script state to work properly and fully even with multithreaded instructions (by running them in the same manner but singlethreaded)
// Right now we're not requiring the mobdebug module because it doesn't play well with multithreading- we need this to additionally push everything into one Lua state.
Copy file name to clipboardExpand all lines: Source/Managers/SettingsMan.h
+1-1Lines changed: 1 addition & 1 deletion
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@@ -389,7 +389,7 @@ namespace RTE {
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bool m_ShowMetaScenes; //!< Show MetaScenes in editors and activities.
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bool m_DisableLuaJIT; //!< Whether to disable LuaJIT or not. Disabling will skip loading the JIT library entirely as just setting 'jit.off()' seems to have no visible effect.
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bool m_EnableLuaDebugging; //!< Whether the Lua debugger mode is enabled or not. This will disable JITing and will attempt to connect to a debugger on launch.
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bool m_EnableLuaDebugging; //!< Whether the Lua debugger mode is enabled or not. This will disable MT and attempt to connect to a debugger on launch.
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int m_RecommendedMOIDCount; //!< Recommended max MOID's before removing actors from scenes.
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int m_SceneBackgroundAutoScaleMode; //!< Scene background layer auto-scaling mode. 0 for off, 1 for fit screen dimensions and 2 for always upscaled to x2.
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bool m_DisableFactionBuyMenuThemes; //!< Whether faction BuyMenu theme support is disabled.
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