Build Lua-thread pinned Outline debug

This commit is contained in:
Dusk-92
2026-08-28 19:59:33 +02:00
parent 4e8791687b
commit f1399599d5
+2 -1
View File
@@ -129,6 +129,7 @@ jobs:
'OutlineDBG en=',
'debug_unit_player_guid_seen',
'debug_unit_target_guid_seen',
'tracker.setDebugPinnedObjects(player_obj, target_obj)',
):
if required not in outline:
raise SystemExit(f"Missing Outline callback/native wrapper ABI piece: {required}")
@@ -207,7 +208,7 @@ jobs:
cat > package/README_TEST.txt <<'EOF'
WeirdUtils Safe Standalone Core Test V8 DEBUG
This debug build now uses the verified GetGUIDFromName("player"/"target") path for live Outline tracking and reports GUID-to-object resolution separately.
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.
outline.dll
- Adds OutlineDebug() sticky in-game diagnostics for the render pipeline.