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Remove documentation from README and point to snazzy new documentation website
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156
README.md
156
README.md
@@ -9,6 +9,9 @@
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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/latest_version-0.4.4-brightgreen.svg" alt="Current server version" />
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<a href="https://lpghatguy.github.io/rojo">
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<img src="https://img.shields.io/badge/documentation-website-brightgreen.svg" alt="Rojo Documentation" />
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</a>
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</div>
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<hr />
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@@ -29,157 +32,8 @@ Later this year, Rojo will be able to:
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* Sync `rbxmx` models between the filesystem and Roblox Studio
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* Package projects 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 server, a binary written in Rust
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* The plugin, a Roblox Studio plugin written in Lua
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It's important that the plugin and server are compatible. The plugin will show errors in the Roblox Studio Output window if there is a version mismatch.
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To install the server, either:
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* If you have Rust installed, use `cargo install rojo`
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* Or, download a pre-built Windows binary from [the GitHub releases page](https://github.com/LPGhatguy/rojo/releases)
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To install the plugin, either:
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* Install the plugin from the [Roblox plugin page](https://www.roblox.com/library/1211549683/Rojo).
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* This gives you less control over what version you install -- you will always have the latest version.
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* Or, download the latest release from [the GitHub releases section](https://github.com/LPGhatguy/rojo/releases) and install it into your Roblox plugins folder
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* You can open this folder by clicking the "Plugins Folder" button from the Plugins toolbar in Roblox Studio
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## Server Usage
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For more help, use `rojo help`.
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### New Project
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Create a new folder, then use `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 create an empty project file named `rojo.json` in the directory.
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The default project file is:
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```json
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{
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"name": "my-new-project",
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"servePort": 8000,
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"partitions": {}
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}
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```
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### Start Dev Server
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To start the Rojo dev server, use:
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```sh
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rojo serve
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```
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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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[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 on your filesystem to Roblox objects.
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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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```json
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{
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"name": "rojo",
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"servePort": 8000,
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"partitions": {
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"game": {
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"path": "src",
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"target": "ReplicatedStorage.My Cool Game"
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}
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}
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}
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```
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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, starting at `game`. If any objects don't exist along the way, Rojo will try to create them.
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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 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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| File Name | Instance Type | Notes |
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| -------------- | -------------- | ----------------------------------------- |
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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 the example below |
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| `*` | `StringValue` | `Value` will contain the file's contents |
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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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* my-game
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* init.client.lua
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* foo.lua
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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 a way to represent simple Roblox instances on the filesystem until `rbxmx` and `rbxlx` support is implemented in Rojo.
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This feature is intended for small instances, like `RemoteEvent` or `*Value` objects.
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JSON Model files are strict, with every property being required. They 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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## [Documentation Website](https://lpghatguy.github.io/rojo)
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You can also view the documentation by browsing the [docs folder of the repository](https://github.com/LPGhatguy/rojo/tree/master/docs), but because it uses a number of Markdown extensions, it may not be very readable.
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## Inspiration
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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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