@luna@hellsite.site LBYL error handling leaves the state open to change between the looking and leaping, which can very easily happen with the multithreaded model or netcode
@luna@hellsite.site additionally Godot is designed to keep on trucking if there's an error, even if there are cases where you'd want to handle that error instead of ignore it
@luna@hellsite.site additionally Godot is designed to keep on trucking if there's an error, even if there are cases where you'd want to handle that error instead of ignore it