In the process I've also switched to a separate channel for run-time errors. Now the driver won't struggle to get bindings out of the app while it's throwing errors.
NT3LSVTXQAOUA3BSFDGMULGN666CF5T35PXBOK7AFXLD7YKNJTIAC GMDEH4RHOR6DJABQ5WVGY4GVUU3QPWFTPFUHYUOULTVJZA2FTPAQC KHPSHJN4BMTJ3CHUFQQZU7ZIQDOQDF3L5HV3TRT5OJMYICJAEB5QC OTIBCAUJ3KDQJLVDN3A536DLZGNRYMGJLORZVR3WLCGXGO6UGO6AC AVTNUQYRBW7IX2YQ3KDLVQ23RGW3BAKTAE7P73ASBYNKOHMQMH5AC 3QNOKBFMKBGXBVJIRHR2444JRRMBTABHE4674NR3DT67RRM2X6GAC AGJXIDOFAZEKPSGDVZJAZXNOKQLTVZUKOCIYFN4AB4YEWVRFRNRAC Text.redraw_all(Editor_state)Editor_state.selection1 = {} -- no support for shift drag while we're resizingEditor_state.right = App.screen.width-Margin_rightEditor_state.width = Editor_state.right-Editor_state.leftText.tweak_screen_top_and_cursor(Editor_state, Editor_state.left, Editor_state.right)
-- from https://love2d.org/wiki/love.runfunction live.try_run()if love.event thenlove.event.pump()for name, a,b,c,d,e,f in love.event.poll() doif name == 'quit' thenif not love.quit() thenreturn a or 0endendlove.handlers[name](a,b,c,d,e,f)endend-- updatedt = love.timer.step()love.update(dt)-- draw before update to give it a chance to mutate statelove.graphics.origin()love.graphics.clear(love.graphics.getBackgroundColor())love.draw()love.graphics.present()love.timer.sleep(0.001)-- returning nil continues the loopend-- return nil to continue the event loop, non-nil to quit