Comments (1)
Only thing left to do is check for whether or not the object is already at the top of the stack and use it. This might result in further speedups, but benchmarking will need to be done to make sure it's absolutely worth it.
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Related Issues (20)
- Missing documentation for using Sol to write Lua C libraries HOT 2
- Definition SOL_SAFE_USERTYPE is 0, sol compilation fails HOT 3
- Panic with multiple states HOT 1
- Segfault from protected_function args push HOT 2
- std::terminate called on attempting to index a nil value HOT 2
- Doesn't build with Clang 18.1.0 HOT 9
- Not able to build with CMake HOT 3
- How to pass Lua Closures into C++ Functions in Sol3 ? HOT 4
- Test failure on x86
- Custom module loaders not working? HOT 1
- A const C++ container can be modified in Lua (want it to be truly const)
- Compilation Error when Member Variables set in new_usertype. HOT 1
- A bunch of errors when using usertypes HOT 1
- Is it possible to have out params / replace type and data referenced by sol::object? HOT 2
- Passing nil as userdata to C++ to reset a variable HOT 3
- On MSVC std::filesystem::path cannot be used as Lua type HOT 1
- Crash during destruction when using meta_function::new_index and coroutines
- Accessing table field with the wrong user type causes a segmentation fault
- Cannot directly bind b2Vec2 to a table entry
- SOL_BASE_CLASSES / SOL_DERIVED_CLASSES should be mentioned in the documentation
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