So, I'm creating this map and I has some fairly long Lua scripts in it that I'm trying to debug. Which has become kinda a nightmare because if there is a runtime error, it's super difficult to track down because it doesn't display any info about what caused that thread to crash.
I had this idea since Blizzard implemented Lua and the custom user-interface in Warcraft III. When I was testing my other projects (Perlin Noise, File IO, Network), I'm using player chat event and Lua's load function as an input, DisplayPlayerTextMessage/print for output, to debug my...
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