Build Lua-thread pinned Outline debug
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@@ -129,6 +129,7 @@ jobs:
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'OutlineDBG en=',
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'debug_unit_player_guid_seen',
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'debug_unit_target_guid_seen',
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'tracker.setDebugPinnedObjects(player_obj, target_obj)',
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):
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if required not in outline:
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raise SystemExit(f"Missing Outline callback/native wrapper ABI piece: {required}")
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@@ -207,7 +208,7 @@ jobs:
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cat > package/README_TEST.txt <<'EOF'
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WeirdUtils Safe Standalone Core Test V8 DEBUG
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This debug build now uses the verified GetGUIDFromName("player"/"target") path for live Outline tracking and reports GUID-to-object resolution separately.
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This debug build captures GetGUIDFromName("player"/"target") and GUID-to-object resolution inside OutlineDebug() on the Lua/main thread, then pins those object pointers for the D3D9 render path.
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outline.dll
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- Adds OutlineDebug() sticky in-game diagnostics for the render pipeline.
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