a bad macro fails on its own, and script errors name their frame
- a macro with a Lua error fails on its own and lands in the script error channel instead of aborting the UI function that ran it; RunScript names its chunk by the source text, and a bad or empty argument is a quiet no-op (2136)
- a script error or debugstack frame names its handler as Frame:OnClick instead of a whole CreateFrame sentence, an inline <Script> block is no longer mistaken for the .lua beside it, and a handler's line numbers stop reading one too high (2136)
- GetAddOnInfo and its seven siblings raise the reference's own Usage and out-of-range messages, GetAddOnInfo("2") is the second addon, and assert(a, b) answers one value, as the client's Lua 5.0 does (2139)
- frillDensity and gxApi are real settings: pfUI's hdgraphic module reads world detail through frillDensity, its system tooltip names the live render backend, and the two spellings of the ground clutter knob stay one knob (2151)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -27,7 +27,7 @@ use mlua::{Lua, Value, Variadic};
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/// The Lua-level message inside an mlua error — mlua decorates its `Display` with a category
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/// word (`syntax error: `, `runtime error: `) that the reference's own `lua_pushstring` leg never
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/// adds. `loadstring`'s second return is that message verbatim, so the decoration is stripped.
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fn lua_message(e: &mlua::Error) -> String {
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pub(super) fn lua_message(e: &mlua::Error) -> String {
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match e {
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mlua::Error::SyntaxError { message, .. } => message.clone(),
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mlua::Error::RuntimeError(m) => m.clone(),
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