From f1399599d5d646d45ba1b253a089158b471100ff Mon Sep 17 00:00:00 2001 From: Dusk-92 Date: Fri, 28 Aug 2026 19:59:33 +0200 Subject: [PATCH] Build Lua-thread pinned Outline debug --- .github/workflows/test-safe-core-v8.yml | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/.github/workflows/test-safe-core-v8.yml b/.github/workflows/test-safe-core-v8.yml index 0f04ec7..7c2ff8a 100644 --- a/.github/workflows/test-safe-core-v8.yml +++ b/.github/workflows/test-safe-core-v8.yml @@ -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.