Ben Rog-Wilhelm

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Adding another comment on why this is important: I'm currently building a system that involves running a large number of heterogenous temporary tasks on heterogenous temporary containers (starting at "dozens...

I'm now using this patch in a project of mine and it's working great. Thank you! Thumbs-up for it being merged into the core engine.

> Why do you want to record log messages in-game, anyway? A bunch of answers here. First, my general experience is that in *every engine*, errors regularly get unnoticed by...

I did look through the proposals for anything that matched but didn't see it through skimming - unfortunately there aren't great keywords, "log" gives a huge number of results and...

Proposals linked in the intro :) As much as I'd love to be able to handle stuff like Breakpad, this kinda doesn't - it just handles errors, not crashes, and...

Just to update on some brainstorming . . . > The callback must be threadsafe, but will generally work pretty much fine even if it's not threadsafe. This is a...

It will not surprise me at all if I'm missing stuff :) > add_error_handler This one seems to function as a fallback for printing errors if the OS singleton doesn't...

Alright, so it looks like the TODO list is: * ~~Better documentation~~ Solved. * ~~Make the intercept system shut down more thoroughly if nothing is hooked and it's after frame...

Big update time. I've made the proposed changes and fleshed out the documentation. I also squashed and rebased the entire thing because the history was frankly misleading; if anyone wants...

> Will it impact `--headless` or Server apps? Whoops! Good catch. It would have logged stuff forever and perpetually leaked memory. Fixed now. > How noticeable is this if at...