Shaun Wild
11/28/2025, 9:14 AMShaun Wild
11/28/2025, 9:29 AMShaun Wild
11/28/2025, 9:30 AMCompiled gameplay_effects.udea.kts in 2972ms
Evaluated gameplay_effects.udea.kts in 92ms
[GameAssetLoader] Loaded asset: /ability/gameplay_effects.udea.kts
Compiled npc_melee.udea.kts in 362ms
Evaluated npc_melee.udea.kts in 54ms
[GameAssetLoader] Loaded asset: /ability/npc_melee.udea.kts
Compiled soldier_abilities.udea.kts in 222ms
Evaluated soldier_abilities.udea.kts in 29ms
[GameAssetLoader] Loaded asset: /ability/soldier_abilities.udea.kts
Compiled arrow.udea.kts in 496ms
Evaluated arrow.udea.kts in 31ms
[GameAssetLoader] Loaded asset: /blueprint/arrow.udea.kts
Compiled orc.udea.kts in 404ms
Evaluated orc.udea.kts in 57msShaun Wild
11/28/2025, 9:32 AMShaun Wild
11/28/2025, 10:17 AMShaun Wild
11/28/2025, 12:15 PMShaun Wild
11/28/2025, 12:15 PMjava.lang.NoSuchMethodErrorilya.chernikov
11/28/2025, 3:01 PMcompiledScriptUniqueName to calculate a unique name based on the script content.
If you want something more advanced, you can implement CompiledJvmScriptsCache yourself.
The basic implementation is hereShaun Wild
11/28/2025, 3:07 PMilya.chernikov
11/28/2025, 3:15 PMcacheBaseDir, or have some more clever way to handle it via the custom "script to cache file" conversion.ilya.chernikov
11/28/2025, 3:16 PM