forked from rojo-rbx/rojo
77
README.md
77
README.md
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<a href="https://travis-ci.org/LPGhatguy/rojo">
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<img src="https://api.travis-ci.org/LPGhatguy/rojo.svg?branch=master" alt="Travis-CI Build Status" />
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</a>
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<img src="https://img.shields.io/badge/server_version-0.4.0-brightgreen.svg" alt="Current server version" />
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<img src="https://img.shields.io/badge/plugin_version-0.4.0-brightgreen.svg" alt="Current plugin version" />
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</div>
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<hr />
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@@ -16,9 +18,7 @@
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It's designed for power users who want to use the **best tools available** for building games, libraries, and plugins.
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This is the main Rojo repository, containing the binary and project server component. For the source for the Roblox plugin, [see the rojo-plugin repository](https://github.com/LPGhatguy/rojo-plugin).
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The master branches of both respositories should always pass all tests and be functional, but are not suitable for production use!
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This is the main Rojo repository, containing the Rojo CLI. The Roblox Studio plugin is contained in [the rojo-plugin repository](https://github.com/LPGhatguy/rojo-plugin).
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## Features
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@@ -31,13 +31,11 @@ Rojo has a number of desirable features *right now*:
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Later this year, Rojo will be able to:
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* Sync rbxmx-format Roblox models bi-directionally between the filesystem and Roblox Studio
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* Create installation scripts for libraries to be used in standalone places
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* Similar to [rbxpacker](https://github.com/LPGhatguy/rbxpacker), another one of my projects
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* Add strongly-versioned dependencies to your project
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* Package libraries and plugins into `rbxmx` files from the command line
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## Installation
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Rojo has two components:
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* The command line tool, written in Rust
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* The command line interface (CLI), written in Rust
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* The [Roblox Studio plugin](https://www.roblox.com/library/1211549683/Rojo), written in Lua
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To install the command line tool, there are two options:
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@@ -71,7 +69,7 @@ The default project looks like this:
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```
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### Start Dev Server
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To create a server that allows the Rojo Dev Plugin to access your project, use:
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To create a server that allows the Rojo Studio plugin to access your project, use:
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```sh
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rojo serve
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@@ -80,12 +78,14 @@ rojo serve
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The tool will tell you whether it found an existing project. You should then be able to connect and use the project from within Roblox Studio!
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### Migrating an Existing Roblox Project
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**Coming soon!**
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[Bi-directional script syncing](https://github.com/LPGhatguy/rojo/issues/5) is on the roadmap for Rojo this year, but isn't implemented.
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In the mean-time, manually migrating scripts is probably the best route forward.
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### Syncing into Roblox
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In order to sync code into Roblox, you'll need to add one or more "partitions" to your configuration. A partition tells Rojo how to map directories to Roblox objects.
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In order to sync code into Roblox, you'll need toadd one or more *partitions* to your configuration. A partition tells Rojo how to map directories on your filesystem to Roblox objects.
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Each entry in the partitions table has a unique name, a filesystem path, and the full name of the Roblox object to sync into.
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Each entry in the `partitions` map has a unique name, a filesystem path, and the full name of the Roblox object to sync into.
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For example, if you want to map your `src` directory to an object named `My Cool Game` in `ReplicatedStorage`, you could use this configuration:
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@@ -104,12 +104,14 @@ For example, if you want to map your `src` directory to an object named `My Cool
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The `path` parameter is relative to the project file.
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The `target` parameter is a path to a Roblox object to link the partition to. It starts at `game` and crawls down the tree. If any objects don't exist along the way, they'll be created as `Folder` instances.
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The `target` parameter is a path to a Roblox object to link the partition to, starting at `game`. If any objects don't exist along the way, Rojo will try to create them.
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Run `rojo serve` in the directory containing this project, then press the "Sync In" or "Toggle Polling" buttons in the Roblox Studio plugin to move code into your game.
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**Any objects in a partition may be wiped away by Rojo after syncing! If this is not desired, use multiple, smaller partitions.**
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Run `rojo serve` in the directory containing this project, then press the "Sync In" or "Toggle Polling" buttons in the Roblox Studio plugin to sync into your game.
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### Sync Details
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The structure of files and folders on the filesystem are preserved when syncing into game.
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The structure of files and diectories on the filesystem are preserved when syncing into game.
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Creation of Roblox instances follows a simple set of rules. The first rule that matches the file name is chosen:
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@@ -118,10 +120,16 @@ Creation of Roblox instances follows a simple set of rules. The first rule that
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| `*.server.lua` | `Script` | `Source` will contain the file's contents |
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| `*.client.lua` | `LocalScript` | `Source` will contain the file's contents |
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| `*.lua` | `ModuleScript` | `Source` will contain the file's contents |
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| `*.model.json` | *Varies* | See [this file](test-project/src/hello.model.json) for an example model |
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| `*.model.json` | *Varies* | See the example below |
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| `*` | `StringValue` | `Value` will contain the file's contents |
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Any folders on the filesystem will turn into `Folder` objects unless they contain a file named `init.lua`, `init.server.lua`, or `init.client.lua`. Following the convention of Lua, those objects will instead be whatever the `init` file would turn into.
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Any directories on the filesystem will turn into `Folder` objects.
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Any directory containing one of these files will instead be a `ModuleScript`, `Script`, `LocalScript` containing the directory's contents:
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* `init.lua`
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* `init.server.lua`
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* `init.client.lua`
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For example, this file tree:
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@@ -129,15 +137,47 @@ For example, this file tree:
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* init.client.lua
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* foo.lua
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Will turn into this tree in Roblox:
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Will turn into these instances in Roblox:
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* `my-game` (`LocalScript` with source from `my-game/init.client.lua`)
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* `foo` (`ModuleScript` with source from `my-game/foo.lua`)
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`*.model.json` files are intended as a simple way to represent non-script Roblox instances on the filesystem until `rbxmx` and `rbxlx` support is implemented in Rojo.
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JSON Model files are fairly strict, with every property being required. They generally look like this:
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```json
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{
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"Name": "hello",
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"ClassName": "Model",
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"Children": [
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{
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"Name": "Some Part",
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"ClassName": "Part",
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"Children": [],
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"Properties": {}
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},
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{
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"Name": "Some StringValue",
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"ClassName": "StringValue",
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"Children": [],
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"Properties": {
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"Value": {
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"Type": "String",
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"Value": "Hello, world!"
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}
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}
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}
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],
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"Properties": {}
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}
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```
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## Inspiration
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There are lots of other tools that sync scripts into Roblox, or otherwise work to improve the development flow outside of Roblox Studio.
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There are lots of other tools that sync scripts into Roblox or provide other tools for working with Roblox places.
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Here are a few, if you're looking for alternatives or supplements to Rojo:
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* [Studio Bridge by Vocksel](https://github.com/vocksel/studio-bridge)
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* [RbxRefresh by Osyris](https://github.com/osyrisrblx/RbxRefresh)
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* [RbxSync by evaera](https://github.com/evaera/RbxSync)
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@@ -145,6 +185,7 @@ Here are a few, if you're looking for alternatives or supplements to Rojo:
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* [rbxmk by Anaminus](https://github.com/anaminus/rbxmk)
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I also have a couple tools that Rojo intends to replace:
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* [rbxfs](https://github.com/LPGhatguy/rbxfs), which has been deprecated by Rojo
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* [rbxpacker](https://github.com/LPGhatguy/rbxpacker), which is still useful
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