Godot Lua PluginScript
Contents
Topics
Modules
Scripts
Classes
Examples
Changelog
Fixed
- Plugin initialization on Windows (#31)
- [build] Fixed
make dist dependencies to include LuaJIT's jit/*.lua files
- [build] Fixed
make unzip-to-build to only copy contents from build folder
Added
join method for all Pool*Array metatypes with the same implementation as
for Array and PoolStringArray.
- Possibility for using
ClassWrappers as extends of a script instead of
their string name. E.g. script: return { extends = Node }
- Object:get_class_wrapper method that returns the
ClassWrapper associated
with the Object's class.
ClassWrapper:has_property method that returns whether a class has a property
with the passed name. Properties are considered available if they are found in
the result of ClassDB:class_get_property_list.
- Library mapping for
Server platform pointing to the linux_x86_64 build.
string.quote function for quoting values.
- [build] Passing
DEBUG=1 to make docs adds --all flag to ldoc, which
adds documentation for locals.
- [build] Passing
DEBUG_INTERACTIVE=1 to make test* makes errors trigger
a debugger.lua breakpoint, for
debugging tests.
Fixed
- Return values passed to
lps_coroutine:resume(...) when calling GD.yield().
- Comparing Array and
Pool*Arrays against Lua primitives like nil and
numbers now return false instead of raising.
- Support for
false as the default value for a property.
Changed
- BREAKING CHANGE: Array and
Pool*Array's __index and __newindex
metamethods now use 1-based indices to match Lua tables.
For 0-based indexing, use get/set or safe_get/safe_set instead.
- BREAKING CHANGE: property setter functions don't receive property name
anymore (#5).
That is, instead of
function(self, property_name, value), setters now look
like function(self, value).
- BREAKING CHANGE: script instances are now structs instead of tables.
They still have a backing table for storing data, but indexing now calls
getter and setter functions for known properties. Use rawget and rawset
to bypass getter/setter functions and access the data table directly.
(#5)
- BREAKING CHANGE: Object.call now raises instead of failing silently.
Use Object.pcall to protect from errors.
Added
- Support for running without JIT enabled
- Support for iOS builds
export function, an alias for property that always marks the property as
exported
Fixed
- Quote
CODE_SIGN_IDENTITY argument passed to codesign invocations
- ABI mismatch for math types in Linux x86_64 + Mono (#4)
Changed
- BREAKING CHANGE: properties are not exported by default. Either pass
a usage with the
PropertyUsage.EDITOR bit set or call export instead of
property
Added
- Support for
codesigning OSX builds directly from make invocation.
The optional parameters are CODE_SIGN_IDENTITY and OTHER_CODE_SIGN_FLAGS.
LUA_BIN option for specifying a Lua command other than lua when building
native-luajit make target, used by CI
unzip-to-build make target, for unzipping artifacts from CI to build folder
Fixed
strip invocation on OSX builds
- Update build GitHub Actions workflow with newer build pipeline
Changed
- Added
build/.gdignore to distribution, to stop Godot from trying to import
build/jit/*.lua files
- Added default values for
MACOSX_DEPLOYMENT_TARGET, making it an optional
parameter for OSX builds
Added
EditorExportPlugin for minifying Lua scripts with LuaSrcDiet on
release exports. Minification may be turned off with the
lua_pluginscript/export/minify_on_release_export project setting.
Changed
- Release builds' init Lua script are minified with
LuaSrcDiet and libraries
are now striped, resulting in smaller dynamic libraries
- HGDN functions are now compiled with static visibility and unused GDNative
extensions are excluded, also resulting in smaller dynamic libraries
- Makefile targets for cross-compiling for Windows were renamed from
cross-windows* to mingw-windows*
Fixed
Added
Fixed
- Error handler now uses tostring to stringify the incoming parameter,
avoiding type errors. It also checks for the result of string.match, so it
does not errors if the message is not in the format expected.
- Loading of C modules now uses absolute library paths, so that files found in
patterns like
res://* are correctly loaded.
- Always try loading active library, so that dynamic loader knows about
lua*
symbols when loading C modules.
Pool*Arrays' __gc metamethod
Added
- GD._VERSION
- Object.null
- Call Object.set on Object.__newindex
- Stack trace to error message when loading script fails
- Initialize known properties when instantiating script
- Unit test infrastructure
- Android ARMv7/ARM64/x86/x86_64 builds
- [plugin] REPL history, with up/down keys choosing previous/next line
Fixed
- Properties with
nil as default value not accesible from Lua
- Call Array.duplicate using API 1.1 instead of 1.0
- Array.duplicate and Array.slice return value GC
- Call Dictionary.duplicate using API 1.2 instead of 1.0
VariantType used for float properties
- Calling
NodePath() returns an empty NodePath, rather than one with the path "nil"
Added
- Lua PluginScript language
- Embedded LuaJIT
- Metatypes for all Godot basic types
yield function similar to GDScript's
- Script validation and template source code
- Editor plugin with a simple REPL
- Package searcher for Lua and C modules that work with paths relative to
the
res:// folder and/or exported games' executable path
- API documentation
generated by LDoc 1.4.6
Last updated 2023-01-04 08:52:34