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JavaScript plugin support

Open Alucard648 opened this issue 2 years ago • 3 comments

  1. So you won`t forget sbout this task.
  2. Some Lua scripts are almost completely unusable without proper script-specific editor metatags, smwMap.lua, for instamce. Having to run SMBX2 after every number shift, when it comes to editing spline configurations only to see that path did not fit overworld design is very frustrating. (https://www.supermariobrosx.org/forums/viewtopic.php?f=101&t=26919)

Alucard648 avatar Jul 03 '22 20:07 Alucard648

This will go after upcoming reconstruction. First off, I have to release the relatively stable toolkit until start entire rewriting of everything.

Wohlstand avatar Jul 03 '22 20:07 Wohlstand

What lead to the decision of using javascript for the plugin system BTW? Would using lua be better for the plugin system, as many people already know it and it has the added benefit of not being javascript?

Emral avatar Aug 21 '22 07:08 Emral

Because its already supported language by Qt itself to make scripts use. The easiest way. I already use Javascript at integrational config packs as a language of configure tools. The lua is used on Engine side to code the game logic.

Wohlstand avatar Aug 21 '22 12:08 Wohlstand