And to be honest I haven't seen to much 'bug reports or complaing or help requests' about running Multithreading code on blitzmax in the last month...
Well, there's mine. Which is definitely there, and definitely needs a looking at. Is this a bug in the GC itself or Mark's implementation of it?
No idea. It's not a bug, it's just what it does.
Why would I want an endlessly growing log file full of warnings about garbage collection? When I compiled Magicville in threaded mode, even though I wasn't actually using any threading it still racked up a 100k log file in less than a minute.What if somebody for some strange reason plays my game for several hours? Full hard drive?