by argv » Mon Oct 23, 2017 9:57 pm
When the game is aborted from ZScript (divide by zero, ThrowAbortException, etc), the current ZScript call stack is (sometimes?) shown on the console. This aids debugging, but only if the error is fatal. It would be helpful to be able to emit a stack trace for non-fatal errors too.
When the game is aborted from ZScript (divide by zero, ThrowAbortException, etc), the current ZScript call stack is (sometimes?) shown on the console. This aids debugging, but only if the error is fatal. It would be helpful to be able to emit a stack trace for non-fatal errors too.