I'm curious about this too. I have a configuration panel created on demand that contains quite a few textures and frames and can sometimes cause a small stutter when loaded for the first time. In almost all cases where that happens, this error is not produced, but as of 7.2.5 I've seen it once or twice.
These configuration panels are not accessible in combat, so the "script ran too long" error is truly pointless in this case. It also breaks the execution path and displays incomplete panels when it happens.
I'm really wondering what the point is. Why break the code if it's executed out of combat and seemingly has more to do with the UI back end than how the code is written? The end user of an add-on probably prefers a small frame stutter over broken code and lua errors. Hopefully it's just a bug.
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Last edited by MunkDev : 06-24-17 at 05:19 PM.
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