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AngelScript compiler: Update to latest version, add support for OpenSR-only scripts. #10
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DaloLorn
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…ime to actually remove the version specs if we found a match.
DaloLorn
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I'm not sure I *like* it yet, but I think it'll *work*, at least, and my C++ knowledge is too limited to make it any better.
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…ggestions. (The `while` loops are definitely a good idea, but the more pertinent question here is whether the rest of the code will work or crash spectacularly... we shall see!)
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DaloLorn
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…penStarRuler#10. - New OpenSR builds will no longer erroneously display the Check for Updates button on the main menu. - Added extra logging for the OpenSR language level, to assist in mod debugging.
DaloLorn
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Just for reference:
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The benefits of updating to a newer version of AngelScript should be self-explanatory. However, in order to allow mods to be backwards-compatible with older builds of the game, we must allow them to block scripts out as "OpenSR-only". This will require some careful exploitation of loopholes in the current compiler.
asEP_PROPERTY_ACCESSOR_MODE
compiler flag to2
, or all existing scripts will break! (See https://discord.com/channels/190112637307060225/513682262559293480/950713592326520832 for context.)//%
,/*%
, and%*/
from the script. (See https://discord.com/channels/190112637307060225/513682262559293480/950711109210501130 for context.)//%153
,/*%153
and153%*/
to denote the latest supported version of the script engine, with the compiler then skipping blocks with a version > 153? Or is it better to just demand that OpenSR users keep updating their game, since they're presumably already using the Launchpad? 🤔This is a pretty big improvement, but it's possibly also a pretty big undertaking. It's not currently blocking any other tasks, so there's no pressing need for us to rush in with a "do it right now drop whatever else you're doing" mindset.
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