Rojo

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Rojo is a flexible multi-tool designed for creating robust Roblox projects. It's in early development, but is still useful for many projects. It's designed for power users who want to use the **best tools available** for building games, libraries, and plugins. ## Features Rojo has a number of desirable features *right now*: * Work on scripts from the filesystem, in your favorite editor * Version your place, library, or plugin using Git or another VCS Soon, Rojo will be able to: * Sync Roblox objects (including 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 ## Installation Rojo has two components: * The command line tool, written in Rust * The [Roblox Studio plugin](https://www.roblox.com/library/1211549683/Rojo-v0-0-0), written in Lua To install the command line tool, there are two options: * Cargo, if you have Rust installed * Use `cargo install rojo` -- Rojo will be available with the `rojo` command * Download a pre-built Windows binary from [the GitHub releases page](https://github.com/LPGhatguy/rojo/releases) ## Usage For more help, use `rojo help`. ### New Project Just create a new folder and tell Rojo to initialize it! ```sh mkdir my-new-project cd my-new-project rojo init ``` Rojo will create an empty project in the directory. The default project looks like this: ```json { "name": "my-new-project", "servePort": 8000, "partitions": {} } ``` ### Start Dev Server To create a server that allows the Rojo Dev Plugin to access your project, use: ```sh 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!** ### 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. Each entry in the partitions table 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: ```json { "name": "rojo", "servePort": 8000, "partitions": { "game": { "path": "src", "target": "ReplicatedStorage.My Cool Game" } } } ``` The `path` parameter is relative to the project file. The `target` starts at `game` and crawls down the tree. If any objects don't exist along the way, they'll be created as `Folder` instances. 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. ### Sync Details The structure of files and folders 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: | File Name | Instance Type | Notes | | -------------- | -------------- | ----------------------------------------- | | `*.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 | | `*` | `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. For example, this file tree: * my-game * init.client.lua * foo.lua Will turn into this tree in Roblox: * `my-game` (`LocalScript` with source from `my-game/init.client.lua`) * `foo` (`ModuleScript` with source from `my-game/foo.lua`) ## Inspiration There are lots of other tools that sync scripts into Roblox, or otherwise work to improve the development flow outside of Roblox Studio. 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) * [CodeSync](https://github.com/MemoryPenguin/CodeSync) and [rbx-exteditor](https://github.com/MemoryPenguin/rbx-exteditor) by [MemoryPenguin](https://github.com/MemoryPenguin) * [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 ## License Rojo is available under the terms of the MIT license. See [LICENSE.md](LICENSE.md) for details.