got syntax highlighting and live code updating working in-game now
it's still dumping a lot of info to system terminal instead of feeding it back to the game window but that shouldn't be too hard to deal with, saving should also be easy enough
because i have no self control i spent several more days on it and finished implementing exceptions/interrupts in the risc-v core for my game and i no longer have any core todos other than throwing in any extensions i want (mul/div, probably). found/fixed some assembler bugs too.
everything on my list for this is just frontend (cli & godot integration) improvements now and cleanup, exposing stuff to godot for editing in realtime and so on
@JohnJamesGutib@sabanski_n i really didn't expect anyone to get excited about it, just saw there was a proposal around and i'd just implemented it for a game i'm working on.
this jfa version is pretty fancy, case of using vehicles causes a ton of artifacts though (haven't tried playing with the knobs yet)
i'm sure there's some bugs in there somewhere i haven't noticed (maybe some sign extension related hassles i didn't test enough) and i haven't handled the exception/interrupt traps yet but it's otherwise in pretty decent working order for my needs
this definitely has something to do with the skeleton modifier stuff from a quick look in the source, that's obvious enough, but i'm not sure how that all glues together to essentially force it to do what 4.2.2 did for this case
kind of frustrating that IK is just completely hosed in godot 4.3 rn. one time mode doesn't work _at all_ (except when paused? what?)
dunno if it's reported and haven't had/made time to make an mrp for it
still, i am looking into fixing the silhouette issues in that effect and making sample count dynamic (low motion areas don't need full sampling!)
the existing approaches seem kind of over-engineered or at least poorly described for my purposes so i've been doing it my own way
unrelated to that rv32 core, people want me to do more work on that godot motion blur effect but it already does everything my game needs
but mostly the server i was invited to has like 100k users and that is FAR too spooky for me that is so many people
made a simplistic risc-v (rv32i) emu core + assembler in zig just to make the contraptions in my godot game programmable with proper microcontrollers
working on godot node integration bits currently. intending to accept rv32 binaries as game data or assembly code editable ingame
haxe + not godot continues to work fine although i've got a bunch of annoying port problems largely related to different graphics apis being needed or libraries being insanely bloated or lacking important features
hxgodot is so close to working but the crash when trying to override an input function is a bit of a showstopper (on arm64, at least, not sure about x86_64).
it's somewhat impenetrable to debug so i'm gonna have to just set aside haxe + godot until there's some progress on that