I have serious questions regarding Mono that I cannot find answers to anywhere. I need to know how and when Mono uses it's shared bytecode.
For all questions i'm using a boardgame with 206 scripts (one in each piece) all scripts are identical.
#1 If I recompile all existing scripts in all pieces and then use llRemoteLoadScriptPin() to update them will this match the bytecode as Mono is supposed to do?
#2 What if I leave them LSL and just compile the target original as Mono?
#3 What if I compile an original, drop in every prim then sometime later use llRemoteLoadScriptPin() to update them?
I have recompiled them all to Mono and seen the sim-side millisecond use DOUBLE. I'm figuring i'm doing something wrong.
Thanks.
