WIP (heavily updated so you can expect constants changes - no commitment with feature freezing at this moment)
Current progress:
- The new parser using Antlr4 is up and running. Now comes the construction of the AST and the static analyzer.
Warning!! Kindly note that the git tag 3.x exists only for historical reasons, and although it compiles it is unfinished. So please do not open issues nor send PR for this tag. Appreciate the understanding.
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 Godot'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 2017-2024 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, software distributed 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 and limitations under the License


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