If the idea is to remove LSL-Mono entirely and switch existing scripts seamlessly to run on LSL-SLua, the higher timer resolution could cause issues, as someone was surprised how overly fast a game of theirs was running after changing the compile target.
For demonstration,
integer ticks = 0;
default {
touch_start(integer _) {
llSetTimerEvent(0.01);
llResetTime();
}
timer() {
if(llGetTime() >= 1) {
llOwnerSay("I ticked "+ (string)ticks + " times");
llSetTimerEvent(0);
ticks = 0;
return;
}
++ticks;
}
}
LSLO and LSL-Mono will report ~22-23 ticks, but LSL-SLua will report 45, as expected, but it could potentially break something relying on their fast timers not suddenly speeding up two-fold. I've no particular opinion one way or the other, but just figured it should be brought up in case it's relevant to future plans.