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The next problem beyond even that is, in Linux, Noita runs inside Proton..so whichever debugger would have to attach to Proton, hunt out Wine, hunt out Noita, hunt out Lua, and then hook to the Windows version of the Lua engine....while running on Linux.
I'm very frustrated, and I really appreciate any attempts to help.
From what I understand/see/can find, ZeroBrane Studio can debug specifically a Lua script running as its own process inside a Lua engine acting standalone. It seems to be built to debug Lua-as-an-application, not lua-as-a-subprocess.
Decoda has a unique feature. It can debug the Lua code running inside a captive Lua engine running inside ANY* game. From within Decoda, the main executable for the game/program/whatever is selected and launched, and when Decoda finds a Lua engine running as a subprocess, it connects to it as a debugger, and creates a UI entry for every script which the engine loads and runs, allowing breakpoints, inspection of local and global variables, and even runtime code modification on some engines. I don't really understand HOW it does so, but it works with any game which runs Lua inside itself.
Plus the absolute chaos that can happen in a run is great on voice call! Lots of careful preparation interspersed with "oh $#%^" moments
Sent the friend request; on the off chance you need testing hit me up. Persistence would be a pretty cool integration in multiplayer given how long a run can go, and how quickly you get sent back to zero
I'll see what I can do, when I have time. It will likely require changes to my handling of lots of things, so it won't be by accident and it's unlikely to have an easy workaround. If you'd like, send a friend request and I'll make a note to ping you if/when I manage it. Debugging code in Noita has become near impossible since Microsoft convinced me to stop using Windows, but Noita is still frequently on my mind.