resolve conflicts
Dependencies
- [2]
GVOLLPQFbugfix: initial textinput event on iOS - [3]
27JP3RRTresolve conflicts - [4]
LPOO23FQresolve conflicts - [5]
3CMM7CXDresolve conflicts - [6]
7EJUTFDQwire up touch handlers - [7]
ORKN6EOBMerge lines.love - [8]
36Z442IVback to commit 8123959e52f without code editing - [9]
Z2XCPTSMinitialize Error_message with everything else - [10]
T7QIIGQ6attempt at better error recovery - [11]
75BKRBP3more reliable textinput events on iOS - [12]
6HDECB5Yfix a regression 2 commits ago - [13]
442XD5KJmerge bugfix - [14]
RHARLLIQMerge text0 - [15]
JYAEYMKZget rid of a special case - [16]
F2P336NOresolve conflicts - [17]
DKDZZ6VUresolve conflicts - [18]
JOPVPUSAediting source code from within the app - [*]
OTIBCAUJlove2d scaffold
Change contents
- edit in main.lua at line 20[6.120]→[3.11:11](∅→∅),[6.120]→[3.11:11](∅→∅),[3.11]→[6.0:128](∅→∅),[6.195]→[6.0:128](∅→∅),[6.195]→[6.0:128](∅→∅)
-- Available modes: run, errorif Mode == nil then -- might have already been initialized elsewhereMode = 'run'end - edit in main.lua at line 203
if Mode == 'error' then return end - resurrect zombie in main.lua at line 238
if OS == 'iOS' thenlove.keyboard.setTextInput(true) -- magic. iOS is prone to losing textinput events.-- https://github.com/love2d/love/issues/1959end