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Godot PluginScript for the Lua language, currently based on LuaJIT's FFI

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This PR changes script and script instances to be structs, to maintain a more consistent behavior regarding the call of property getters and setters in `__index` and `__newindex` metamethods (#5)....

Is there a proper way to use one of Godot's native threads from a Lua script? I've tried simply doing something like: ```lua thread = Thread:new() thread:start(self, "_save_game_in_thread", save_data) self.thread...

One of the last things missing is a WebAssembly target. For this we need to switch away from LuaJIT (atleast of that platform) because the project [having no intention to...

Will this work with Godot 4 as I am already moving some of my code to it. I could not find any information on that.

Technically it makes a lot more sense to make this an issue in the Godot repo, but thought it'd be worth tracking here as well. I found this issue as...

It still needs a lot of work, but I wanted to update you on this. We've been talking on DM for a while, but this is the fruit of my...

hey how can i get input from keyboard and mouse.

Me again! In GDScript if you have a setter on a property and change it via `self.property` the setter will be used. This doesn't apply to Lua, so I'm wondering...

I have a simple script in lua: > local Nodeee = { > extends = "Node", > } > > effil = require("effil") > > function foo(name) > print(name .....

```lua local Executor = { extends = "Node", } function Executor:execute(code) if code == nil or code == "" then return false end -- Code to execute local temp_code =...