forked from rojo-rbx/rojo
Substantial documentation improvements
This commit is contained in:
@@ -1,68 +0,0 @@
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[TOC]
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## Creating the Rojo Project
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To use Rojo to build a place, you'll need to create a new project file, which tells Rojo how your project is structured on-disk and in Roblox.
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Create a new folder, then run `rojo init` inside that folder to initialize an empty project.
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```sh
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mkdir my-new-project
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cd my-new-project
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rojo init
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```
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Rojo will make a small project file in your directory, named `default.project.json`. It'll make sure that any code in the directory `src` will get put into `ReplicatedStorage.Source`.
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Speaking of, let's make sure we create a directory named `src`, and maybe a Lua file inside of it:
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```sh
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mkdir src
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echo 'print("Hello, world!")' > src/hello.lua
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```
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## Building Your Place
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Now that we have a project, one thing we can do is build a Roblox place file for our project. This is a great way to get started with a project quickly with no fuss.
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All we have to do is call `rojo build`:
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```sh
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rojo build -o MyNewProject.rbxlx
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```
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If you open `MyNewProject.rbxlx` in Roblox Studio now, you should see a `Folder` containing a `ModuleScript` under `ReplicatedStorage`!
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!!! info
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To generate a binary place file instead, use `rbxl`. Note that support for binary model/place files (`rbxm` and `rbxl`) is very limited in Rojo presently.
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## Live-Syncing into Studio
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Building a place file is great for the initial build, but for actively working on your place, you'll want something quicker.
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In Roblox Studio, make sure the Rojo plugin is installed. If you need it, check out [the installation guide](installation) to learn how to install it.
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To expose your project to the plugin, you'll need to _serve_ it from the command line:
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```sh
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rojo serve
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```
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This will start up a web server that tells Roblox Studio what instances are in your project and sends notifications if any of them change.
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Note the port number, then switch into Roblox Studio and press the Rojo **Connect** button in the plugins tab. Type in the port number, if necessary, and press **Start**.
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If everything went well, you should now be able to change files in the `src` directory and watch them sync into Roblox Studio in real time!
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## Uploading Your Place
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Aimed at teams that want serious levels of automation, Rojo can upload places to Roblox.com automatically.
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You'll need an existing place on Roblox.com as well as the `.ROBLOSECURITY` cookie of an account that has write access to that place.
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!!! warning
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It's recommended that you set up a Roblox account dedicated to deploying your place instead of your personal account in case your security cookie is compromised.
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Generating and uploading your place file is as simple as:
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```sh
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rojo upload --asset_id [PLACE ID] --cookie "[SECURITY COOKIE]"
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```
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@@ -1,3 +1,13 @@
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.md-typeset__table {
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width: 100%;
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}
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.feature-image img {
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border: 1px solid rgba(0, 0, 0, 0.2);
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box-shadow: 1px 1px 4px rgba(0, 0, 0, 0.2);
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}
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.codehilite {
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border: 1px solid rgba(0, 0, 0, 0.2);
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box-shadow: 1px 1px 4px rgba(0, 0, 0, 0.2);
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}
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0
docs/guide/existing-game.md
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0
docs/guide/existing-game.md
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@@ -1,7 +1,8 @@
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This is this installation guide for Rojo **0.5.x**.
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[TOC]
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## Overview
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Rojo has two components:
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* The command line interface (CLI)
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@@ -35,7 +36,7 @@ The Rojo Roblox Studio plugin is available from Rojo's [GitHub Releases page](ht
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Download the attached `rbxm` file and put it into your Roblox Studio plugins folder. You can find that folder by pressing **Plugins Folder** from your Plugins toolbar in Roblox Studio:
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{: align="center" }
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### Installing from Roblox.com
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90
docs/guide/new-game.md
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90
docs/guide/new-game.md
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[TOC]
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## Creating the Rojo Project
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To use Rojo to build a game, you'll need to create a new project file, which tells Rojo how to turn your files into a Roblox place.
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First, create a new folder to contain the files for your game and open up a new terminal inside of it, like cmd.exe or Bash.
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It's convenient to make the folder from the command line:
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```sh
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mkdir my-new-project
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cd my-new-project
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```
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Inside the folder, initialize a new Rojo project:
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```sh
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rojo init
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```
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Rojo will make a small project file in your directory, named `default.project.json`. It matches the "Baseplate" template from Roblox Studio, except that it'll take any files you put in a folder called `src` and put it into `ReplicatedStorage.Source`.
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Speaking of files, make sure to create a directory named `src` in this folder, or Rojo will be upset about missing files!
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```sh
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mkdir src
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```
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Let's also add a Lua file, `hello.lua` to the `src` folder, so that we can make this project our own.
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```sh
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echo 'return "Hello, Rojo!"' > src/hello.lua
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```
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## Building Your Place
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Now that we have a project, one thing we can do is build a Roblox place file for our project. This is a great way to get started with a project quickly with no fuss.
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All we have to do is call `rojo build`:
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```sh
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rojo build -o MyNewProject.rbxlx
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```
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If you open `MyNewProject.rbxlx` in Roblox Studio now, you should see a `Folder` containing a `ModuleScript` under `ReplicatedStorage`!
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!!! info
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To generate a binary place file instead, use `rbxl`. Note that support for binary model/place files (`rbxm` and `rbxl`) is very limited in Rojo presently.
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## Live-Syncing into Studio
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Building a place file is great for starting to work on a game, but for active iteration, you'll want something faster.
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In Roblox Studio, make sure the Rojo plugin is installed. If you need it, check out [the installation guide](installation) to learn how to install it.
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To expose your project to the plugin, you'll need to start a new **live sync session** from the command line:
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```sh
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rojo serve
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```
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You should see output like this in your terminal:
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```sh
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$ rojo serve
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Rojo server listening on port 34872
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```
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Switch into Roblox Studio and press the **Connect** button on the Rojo plugin toolbar. A dialog should appear:
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{: class="feature-image" align="center" }
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If the port number doesn't match the output from the command line, change it, and then press **Connect**.
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If all went well, you should now be able to change files in the `src` directory and watch them sync into Roblox Studio in real time!
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## Uploading Your Place
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Aimed at teams that want serious levels of automation, Rojo can upload places to Roblox.com automatically.
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You'll need an existing game on Roblox.com as well as the `.ROBLOSECURITY` cookie of an account that has write access to that game.
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!!! warning
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It's recommended that you set up a Roblox account dedicated to deploying your game instead of your personal account in case your security cookie is compromised.
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Generating and publishing your game is as simple as:
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```sh
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rojo upload --asset_id [PLACE ID] --cookie "[SECURITY COOKIE]"
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```
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An example project is available on GitHub that deploys to Roblox.com from GitHub and Travis-CI automatically: [https://github.com/LPGhatguy/roads](https://github.com/LPGhatguy/roads)
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BIN
docs/images/connection-dialog.png
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BIN
docs/images/connection-dialog.png
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After Width: | Height: | Size: 13 KiB |
@@ -24,19 +24,70 @@ Instance Descriptions correspond one-to-one with the actual Roblox Instances in
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All other fields in an Instance Description are turned into instances whose name is the key. These values should also be Instance Descriptions!
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Instance Descriptions are fairly verbose and strict. In the future, it'll be possible for Rojo to infer class names for known services like `Workspace`.
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Instance Descriptions are fairly verbose and strict. In the future, it'll be possible for Rojo to [infer class names for known services like `Workspace`](https://github.com/LPGhatguy/rojo/issues/179).
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## Instance Property Value
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The shape of Instance Property Values is defined by the [rbx_tree](https://github.com/LPGhatguy/rbx-tree) library, so it uses slightly different conventions than the rest of Rojo.
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There are two kinds of property values on instances, **implicit** and **explicit**.
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In the vast majority of cases, you should be able to use **implicit** property values. To use them, just use a value that's the same shape as the type that the property has:
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```json
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"MyPart": {
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"$className": "Part",
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"$properties": {
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"Size": [3, 5, 3],
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"Color": [0.5, 0, 0.5],
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"Anchored": true,
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"Material": "Granite"
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}
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}
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```
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`Vector3` and `Color3` properties can just be arrays of numbers, as can types like `Vector2`, `CFrame`, and more!
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Enums can be set to a string containing the enum variant. Rojo will raise an error if the string isn't a valid variant for the enum.
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There are some cases where this syntax for assigning properties _doesn't_ work. In these cases, Rojo requires you to use the **explicit** property syntax.
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Some reasons why you might need to use an **explicit** property:
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* Using exotic property types like `BinaryString`
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* Using properties added to Roblox recently that Rojo doesn't know about yet
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The shape of explicit property values is defined by the [rbx-dom](https://github.com/LPGhatguy/rbx-dom) library, so it uses slightly different conventions than the rest of Rojo.
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Each value should be an object with the following required fields:
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* `Type`: The type of property to represent.
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* [Supported types can be found here](https://github.com/LPGhatguy/rbx-tree#property-type-coverage).
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* `Value`: The value of the property.
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* The shape of this field depends on which property type is being used. `Vector3` and `Color3` values are both represented as a list of numbers, for example.
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* The shape of this field depends on which property type is being used. `Vector3` and `Color3` values are both represented as a list of numbers, while `BinaryString` expects a base64-encoded string, for example.
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Instance Property Values are intentionally very strict. Rojo will eventually be able to infer types for you!
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Here's the same object, but with explicit properties:
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```json
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"MyPart": {
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"$className": "Part",
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"$properties": {
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"Size": {
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"Type": "Vector3",
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"Value": [3, 5, 3]
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},
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"Color": {
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"Type": "Color3",
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"Value": [0.5, 0, 0.5]
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},
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"Anchored": {
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"Type": "Bool",
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"Value": true
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},
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"Material": {
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"Type": "Enum",
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"Value": 832
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}
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}
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}
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```
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## Example Projects
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This project bundles up everything in the `src` directory. It'd be suitable for making a plugin or model:
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@@ -61,10 +112,7 @@ This project describes the layout you might use if you were making the next hit
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"HttpService": {
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"$className": "HttpService",
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"$properties": {
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"HttpEnabled": {
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"Type": "Bool",
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"Value": true
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}
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"HttpEnabled": true
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}
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},
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@@ -85,10 +133,7 @@ This project describes the layout you might use if you were making the next hit
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"Workspace": {
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"$className": "Workspace",
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"$properties": {
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"Gravity": {
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"Type": "Float32",
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"Value": 67.3
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}
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"Gravity": 67.3
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},
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"Terrain": {
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@@ -36,12 +36,12 @@ If a directory contains a file named `init.server.lua`, `init.client.lua`, or `i
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For example, these files:
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{: align="center" }
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Will turn into these instances in Roblox:
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{: align="center" }
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## Localization Tables
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@@ -80,7 +80,7 @@ A JSON model describing a folder containing a `Part` and a `RemoteEvent` could b
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It would turn into instances in this shape:
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{: align="center" }
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## Binary and XML Models
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23
docs/rojo-alternatives.md
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23
docs/rojo-alternatives.md
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@@ -0,0 +1,23 @@
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There are a number of existing plugins for Roblox that move code from the filesystem into Roblox.
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Besides Rojo, you might consider:
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* [rbxmk by Anaminus](https://github.com/anaminus/rbxmk)
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* [Rofresh by Osyris](https://github.com/osyrisrblx/rofresh)
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* [RbxRefresh by Osyris](https://github.com/osyrisrblx/RbxRefresh)
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* [Studio Bridge by Vocksel](https://github.com/vocksel/studio-bridge)
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* [Elixir by Vocksel](https://github.com/vocksel/elixir)
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* [RbxSync by evaera](https://github.com/evaera/RbxSync)
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* [CodeSync by MemoryPenguin](https://github.com/MemoryPenguin/CodeSync)
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* [rbx-exteditor by MemoryPenguin](https://github.com/MemoryPenguin/rbx-exteditor)
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So why did I build Rojo?
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Each of these tools solves what is essentially the same problem from a few different angles. The goal of Rojo is to take all of the lessons and ideas learned from these projects and build a tool that can solve this problem for good.
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Additionally:
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* I think that this tool needs to be built in a compiled language without a runtime, for easy distribution and good performance.
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* I think that the conventions promoted by other sync plugins (`.module.lua` for modules, as well a single sync point) are sub-optimal.
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* I think that I have a good enough understanding of the problem to build something robust.
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* I think that Rojo should be able to do more than just sync code.
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@@ -1,23 +1,32 @@
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There are a number of existing plugins for Roblox that move code from the filesystem into Roblox.
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Adding a tool like Rojo to your Roblox workflow can be daunting, but it comes with some key advantages.
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Besides Rojo, you might consider:
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[TOC]
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* [rbxmk by Anaminus](https://github.com/anaminus/rbxmk)
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* [Rofresh by Osyris](https://github.com/osyrisrblx/rofresh)
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* [RbxRefresh by Osyris](https://github.com/osyrisrblx/RbxRefresh)
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* [Studio Bridge by Vocksel](https://github.com/vocksel/studio-bridge)
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* [Elixir by Vocksel](https://github.com/vocksel/elixir)
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* [RbxSync by evaera](https://github.com/evaera/RbxSync)
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* [CodeSync by MemoryPenguin](https://github.com/MemoryPenguin/CodeSync)
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* [rbx-exteditor by MemoryPenguin](https://github.com/MemoryPenguin/rbx-exteditor)
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## External Text Editors
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Rojo opens the door to use the absolute best text editors in the world and their rich plugin ecosystem.
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So why did I build Rojo?
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Some very popular, free editors include [Visual Studio Code](https://code.visualstudio.com) and [Sublime Text](https://www.sublimetext.com).
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Each of these tools solves what is essentially the same problem from a few different angles. The goal of Rojo is to take all of the lessons and ideas learned from these projects and build a tool that can solve this problem for good.
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These advanced text editors have features like multi-cursor editing, goto symbol, multi-file regex find and replace, bookmarks and much more.
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Additionally:
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Many Rojo VS Code users also use extensions like:
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* I think that this tool needs to be built in a compiled language without a runtime, for easy distribution and good performance.
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* I think that the conventions promoted by other sync plugins (`.module.lua` for modules, as well a single sync point) are sub-optimal.
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* I think that I have a good enough understanding of the problem to build something robust.
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* I think that Rojo should be able to do more than just sync code.
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* [vscode-rbxlua](https://marketplace.visualstudio.com/items?itemName=AmaranthineCodices.vscode-rbxlua)
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* [Roblox Lua Autocompletes](https://marketplace.visualstudio.com/items?itemName=Kampfkarren.roblox-lua-autofills)
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* [TabNine](https://tabnine.com)
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## Version Control
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By building your game (or just the scripts) as individual files on the filesystem, it becomes easy to start using professional-grade version control tools like [Git](https://git-scm.com) and [GitHub](https://github.com).
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Hundreds of thousands of companies and individual developers use Git to version their software projects. With Rojo, Roblox developers can take advantage of the best collaboration tool around.
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Using a repository hosting service like GitHub or GitLab brings powerful features to Roblox developers like code reviews and issue tracking that professional engineers can't live without.
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## Other Tools
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There are decades of excellent tools available that operate on files. With Rojo, it's possible to take advantage of any of them!
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Popular tools include:
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* [luacheck](https://github.com/mpeterv/luacheck), a static analysis tool to help you write better Lua
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* [ripgrep](https://github.com/BurntSushi/ripgrep), an extremely fast code search tool
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* [Tokei](https://github.com/XAMPPRocky/tokei), a tool for statistics like lines of code
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Reference in New Issue
Block a user