diff --git a/README.md b/README.md
index d9e78b34..9e750c25 100644
--- a/README.md
+++ b/README.md
@@ -8,6 +8,8 @@
+
+
@@ -16,9 +18,7 @@
It's designed for power users who want to use the **best tools available** for building games, libraries, and plugins.
-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).
-
-The master branches of both respositories should always pass all tests and be functional, but are not suitable for production use!
+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).
## Features
@@ -31,13 +31,11 @@ Rojo has a number of desirable features *right now*:
Later this year, Rojo will be able to:
* Sync rbxmx-format Roblox models bi-directionally between the filesystem and Roblox Studio
-* Create installation scripts for libraries to be used in standalone places
- * Similar to [rbxpacker](https://github.com/LPGhatguy/rbxpacker), another one of my projects
-* Add strongly-versioned dependencies to your project
+* Package libraries and plugins into `rbxmx` files from the command line
## Installation
Rojo has two components:
-* The command line tool, written in Rust
+* The command line interface (CLI), written in Rust
* The [Roblox Studio plugin](https://www.roblox.com/library/1211549683/Rojo), written in Lua
To install the command line tool, there are two options:
@@ -71,7 +69,7 @@ The default project looks like this:
```
### Start Dev Server
-To create a server that allows the Rojo Dev Plugin to access your project, use:
+To create a server that allows the Rojo Studio plugin to access your project, use:
```sh
rojo serve
@@ -80,12 +78,14 @@ rojo serve
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!
### Migrating an Existing Roblox Project
-**Coming soon!**
+[Bi-directional script syncing](https://github.com/LPGhatguy/rojo/issues/5) is on the roadmap for Rojo this year, but isn't implemented.
+
+In the mean-time, manually migrating scripts is probably the best route forward.
### Syncing into Roblox
-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.
+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.
-Each entry in the partitions table has a unique name, a filesystem path, and the full name of the Roblox object to sync into.
+Each entry in the `partitions` map has a unique name, a filesystem path, and the full name of the Roblox object to sync into.
For example, if you want to map your `src` directory to an object named `My Cool Game` in `ReplicatedStorage`, you could use this configuration:
@@ -104,12 +104,14 @@ For example, if you want to map your `src` directory to an object named `My Cool
The `path` parameter is relative to the project file.
-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.
+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.
-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.
+**Any objects in a partition may be wiped away by Rojo after syncing! If this is not desired, use multiple, smaller partitions.**
+
+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.
### Sync Details
-The structure of files and folders on the filesystem are preserved when syncing into game.
+The structure of files and diectories on the filesystem are preserved when syncing into game.
Creation of Roblox instances follows a simple set of rules. The first rule that matches the file name is chosen:
@@ -118,10 +120,16 @@ Creation of Roblox instances follows a simple set of rules. The first rule that
| `*.server.lua` | `Script` | `Source` will contain the file's contents |
| `*.client.lua` | `LocalScript` | `Source` will contain the file's contents |
| `*.lua` | `ModuleScript` | `Source` will contain the file's contents |
-| `*.model.json` | *Varies* | See [this file](test-project/src/hello.model.json) for an example model |
+| `*.model.json` | *Varies* | See the example below |
| `*` | `StringValue` | `Value` will contain the file's contents |
-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.
+Any directories on the filesystem will turn into `Folder` objects.
+
+Any directory containing one of these files will instead be a `ModuleScript`, `Script`, `LocalScript` containing the directory's contents:
+
+* `init.lua`
+* `init.server.lua`
+* `init.client.lua`
For example, this file tree:
@@ -129,15 +137,47 @@ For example, this file tree:
* init.client.lua
* foo.lua
-Will turn into this tree in Roblox:
+Will turn into these instances in Roblox:
* `my-game` (`LocalScript` with source from `my-game/init.client.lua`)
* `foo` (`ModuleScript` with source from `my-game/foo.lua`)
+`*.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.
+
+JSON Model files are fairly strict, with every property being required. They generally look like this:
+
+```json
+{
+ "Name": "hello",
+ "ClassName": "Model",
+ "Children": [
+ {
+ "Name": "Some Part",
+ "ClassName": "Part",
+ "Children": [],
+ "Properties": {}
+ },
+ {
+ "Name": "Some StringValue",
+ "ClassName": "StringValue",
+ "Children": [],
+ "Properties": {
+ "Value": {
+ "Type": "String",
+ "Value": "Hello, world!"
+ }
+ }
+ }
+ ],
+ "Properties": {}
+}
+```
+
## Inspiration
-There are lots of other tools that sync scripts into Roblox, or otherwise work to improve the development flow outside of Roblox Studio.
+There are lots of other tools that sync scripts into Roblox or provide other tools for working with Roblox places.
Here are a few, if you're looking for alternatives or supplements to Rojo:
+
* [Studio Bridge by Vocksel](https://github.com/vocksel/studio-bridge)
* [RbxRefresh by Osyris](https://github.com/osyrisrblx/RbxRefresh)
* [RbxSync by evaera](https://github.com/evaera/RbxSync)
@@ -145,6 +185,7 @@ Here are a few, if you're looking for alternatives or supplements to Rojo:
* [rbxmk by Anaminus](https://github.com/anaminus/rbxmk)
I also have a couple tools that Rojo intends to replace:
+
* [rbxfs](https://github.com/LPGhatguy/rbxfs), which has been deprecated by Rojo
* [rbxpacker](https://github.com/LPGhatguy/rbxpacker), which is still useful