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Lua language support for Godot Engine

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The idea is to design how the scene's nodes can be accessed through aliases, reducing the amount of code needed for reaching out a descendant node, or the root of...

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WIP
requirements gathering

The idea is to design how OOP will work in Lua and Godot. Classes will be implemented with tables and should be as close as possible to the Godot API...

help wanted
discussion
WIP
requirements gathering

The idea is to design how properties will work in Lua and Godot. A property will be a variable in the class object and will follow the definitions from the...

help wanted
discussion
WIP
requirements gathering

The idea is to design how signals will work in Lua and Godot. A signal will be an element in a table in the class object and will follow the...

help wanted
discussion
WIP
requirements gathering

When trying to build on the latest version of Godot on MacOS via the command `scons platform=macos module_luascript_enabled=yes` I get the following build errors: ``` modules/luascript/debug.cpp:144:2: warning: 'sprintf' is deprecated:...

everytime i compile "scons platform=windows module_luascript_enabled=yes" using this command it gives an error scons: *** Import of non-existent variable ''env_modules'' File "C:\Users\user\Downloads\godot source code(for lua)\modules\SCsub", line 4, in how do...

The issue is similar to #64. ran `scons platform=linuxbsd module_luascript_enabled=yes`. the errors are practically the same as in #64. The [log](https://github.com/perbone/luascript/files/14822701/log.txt) I tried to compile godot without the module first...

it seems as if many files have been moved from luascript/lib/antlr4 into luascript/lib/antlr4/atn without having their relative #include "" paths fixed, so everything is just broken. this doesn't even build.

Hi there :) Is your README still up-to-date? I am asking since we (the Blazium engine community) do plan to integrate Lua as an additional language 🙂 Your module looks...