Update compatibility.md

We decided that we can't enforce strict limits for insert/remove based on analysis of Roblox games
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Arseny Kapoulkine 2021-06-15 19:05:27 -07:00 committed by GitHub
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@ -90,7 +90,7 @@ Ephemeron tables may be implemented at some point since they do have valid uses
| new function `table.move` | ✔️ | | | new function `table.move` | ✔️ | |
| `collectgarbage("count")` now returns only one result | ✔️ | | | `collectgarbage("count")` now returns only one result | ✔️ | |
| `coroutine.isyieldable` | ✔️ | | | `coroutine.isyieldable` | ✔️ | |
| stricter error checking for `table.insert`/`table.remove` | 🔜 | we're evaluating compatibility implications | stricter error checking for `table.insert`/`table.remove` | 😞 | we love this, but it breaks compatibility
It's important to highlight integer support and bitwise operators. For Luau, it's rare that a full 64-bit integer type is necessary - double-precision types support integers up to 2^53 (in Lua which is used in embedded space, integers may be more appealing in environments without a native 64-bit FPU). However, there's a *lot* of value in having a single number type, both from performance perspective and for consistency. Notably, Lua doesn't handle integer overflow properly, so using integers also carries compatibility implications. It's important to highlight integer support and bitwise operators. For Luau, it's rare that a full 64-bit integer type is necessary - double-precision types support integers up to 2^53 (in Lua which is used in embedded space, integers may be more appealing in environments without a native 64-bit FPU). However, there's a *lot* of value in having a single number type, both from performance perspective and for consistency. Notably, Lua doesn't handle integer overflow properly, so using integers also carries compatibility implications.