A lot less of errors thrown into console

I wonder if other users have seen this happening.
Since a few days (weeks?), I don’t have as much error as I used to have in my console (F8).
I mean, when I do something wrong with my code, it doesn’t tell me what’s going on anymore (like using a non existing variable or so).

ATM, I have an error in my (Lua) script, the function doesn’t do anything in game BUT the console doesn’t show me any error.

Does anyone noticed that too?

I’ve noticed that using CitizenMP.Server and FXServer too.

Moved in Development > Discussion

Try to scroll the logs, or check that your function is doing something

I’ve scrolled up the logs until the resource loading line and there is no error.
I’ve found out the issue in my code using Citizen.Trace() to test my variables because Citizen.Trace still throw error in the console.

It seems something as changed with the recent updates, I really noticed a different behaviour with non working code.
That’s why I posted in Project discussion, I wanted to know if the way errors are handled have changed :wink:

Try to play with the developer 1 or develop 1 in the console.

I’ve just tried developer 1 (didn’t know that command btw) but it doesn’t show anything more.

I’ve just had an error in my script, I was trying to check a value using = instead of ==, I’m pretty sure the console should tell me I’m trying to assigning something at this line, blabla.


I’ve noticed that the first error line goes off the screen (too long) and I guess it is the problem.
Since I cannot read the first real error message, I must find the error using the stack (below the message) and I have a lot less informations.

Do you know if there was something modified with the console displaying lately (or maybe especially the way the scheduler write its errors into the console)?