On Fri, Feb 17, 2012 at 3:10 AM, buginator buginato...@gmail.com wrote:
Because we have lots of events being called (and more being added all
the time) that not every script should be forced to implement just to
make the warnings disappear.
Eh ? You are inviting bugs then, as can be seen by
On Sun, Feb 19, 2012 at 11:08 AM, Per Inge Mathisen wrote:
On Fri, Feb 17, 2012 at 3:10 AM, buginator wrote:
Because we have lots of events being called (and more being added all
the time) that not every script should be forced to implement just to
make the warnings disappear.
Eh ? You are
On Thursday, 16 February 2012 at 8:42, Per Inge Mathisen wrote:
A script should not get a warning for every event it does not
implement. If you want to warn about misnamed timers, this function
needs an additional bool parameter that is not set for events. If you
want to warn about misnamed
On Thu, Feb 16, 2012 at 2:49 PM, Christian Ohm chr@gmx.net wrote:
It looks to me that change adds a warning if we call any undefined
function. I noticed this behaviour already when I used a wrong function
name, and it took a bit to find the problem, since the game just
silently ignored
On Thu, Feb 16, 2012 at 9:23 AM, Per Inge Mathisen wrote:
A script should not get a warning for every event it does not
implement. If you want to warn about misnamed timers, this function
needs an additional bool parameter that is not set for events. If you
want to warn about misnamed events,