Lua 5.4 language support for Godot Engine 3.x (4.0-dev too unstable to work with for now)
WIP (heavily updated so you can expect constants changes - no commitment with feature freezing at this moment)
Current progress:
- I decided to use the Antlr4 library to do the parsing of Lua code. I am in the process of integrating it with the LuaScript module. With this in place it will be possible to start answering engine call backs, like for example, _ready(), _process() etc.
My development environment is based primarily on Linux and Mac so I don't know if it will work on Windows. Shouldn't be a problem though as I'm only making use of standard C++17 code and the available Godot C++ API. If you experience any problem when building on Windows please report an issue and I'll be glad to work on solving it.
So first of all you have to have Godot successfully built in your system, which is beyond the scope of this simple how to.
Now, assuming you can git clone from GitHub, just clone LuaScript into Godo's source code 'modules' folder and then, build Godot again adding to the command line the following options
module_luascript_enabled=yes
If everything has gone well, you'll have a running Godot with Lua support!
Keep watching the development as I'm slowly but steadly adding more features.
Have fun!
Have a bug? Please create an issue here on GitHub!
https://github.com/perbone/luascript/issues
For transparency and insight into our release cycle, releases are be numbered with the semantic versioning format: <major>.<minor>.<patch>
and constructed with the following guidelines:
Copyright 2017-2021 Paulo Perbone
Licensed under the Apache License, Version 2.0 (the "License");you may not use this file except in compliance with the License.You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, softwaredistributed under the License is distributed on an "AS IS" BASIS,WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.See the License for the specific language governing permissions andlimitations under the License
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