Maybe disallow it for lib ones but do allow it for ones actually in the project folder? Or is that how it already is?
Yes, because of that.
Yes, it’s already that.
I added Git pre-commit hook sample to the repo. It formats staged Lua files to keep your code fabulous
Why don’t we support that?
It’s a zip file, and it supports exe files. Do we do something special in the editor to remove executables?
@vlaaad @britzl
We don’t do anything special to prevent using binaries from dependencies, it’s just not possible currently because dependent library is a zip file, and to execute binary we need to extract it first from the archive.
Ah, good point.
Well, so if we’d add a method to write a resource out to disc, one could then execute it.
Feature request:
“add shortcuts (hotkeys) for editor scripts”
Would be useful for scripts that work with nodes transformation (ordering, aligns, transform reset etc).
A little collection of editor scripts for isometric scene:
Grab it here:
This is what I would like hotkeys for.
We need a right click context menu in the viewport.
as variant, this dramatically reduces a day cursor movement
Also in the text editor with the items from the “Edit” menu.
The one I would love the most to get personally is still editor.get(id, "parent")
#2815. It would make quite a lot more stuff possible, a “big bang for the buck” .
It would be useful to have a builtin Editor Scripts way to create folders so we don’t have to use actions / other scripts.
I’ve come upon the issue where JDK locks the a file that was opened and closed with Lua io.open() in Editor Scripts which means I can’t delete the touched file until closing the editor or using a file unlocker tool. If I try to delete the file from the editor it shows a dialog but does nothing, if I try to delete it from the OS it warns that JDK is using it.
Edited 22-07-2022: take a look at the upgraded version of the script → Defold Shaders (2021 shader practice / learning edition) - #4 by Pkeod
I use Mali Offline Compiler wrapped into Editor Script to avoid bugs/mistakes, and to test the performance of shaders.
The source code is here: Editor script for Defold IDE. The script adds the menu items "Compile Fragment Shader" and "Compile Vertex Shader" for .fp/.vp files. · GitHub
*Only for Windows. If someone is going to use it, I will add paths to “malioc” for macOS/Linux.
Hi, I’m trying to do the same thing (3 years after ), creating an empty folder using an editor script function. Did you ever manage to solve it by any chance and have some knowledge to share?
Thank you!
It’s been quiet in here. We have a small but useful editor scripting update: the latest editor update introduces 2 new editor script functions (editor.execute()
to invoke shell commands and editor.transact()
to modify the editor in-memory state). This effectively deprecates the action system where command’s run
callback and hooks had to return an array of tables instructing the editor what to do. We updated the editor script manual with examples of new functions, see Editor scripts.
I am a little confused by the API - for example: is it possible to control the editor’s camera and run something each frame in the editor? I have my own custom tilemap / world builder thing with it’s own camera but I have to run my game to use it. This is because I build meshes every frame that I would prefer to do within defold’s editor so I can take advantage of easy properties editing, among other tasks.
The editor has more frequent releases. This is already available