Changelog

Unreleased

0.5.1

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

0.5.0

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.

0.4.0

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

0.3.1

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

0.3.0

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

0.2.0

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

0.1.0

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"

r1

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