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Brunot
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With scripting support, we can do a lot really simply. there will also be a few quirks, which I'm hopefully able to document here
To iterate over a path in lua, you'll need to use pairs(path:iterable())
this is roughly equivelent to the following cpp code
Lua language server (the thing that gives syntax higlighting for lua) can recognize some classes and types in lua if we declare them, which makes warnings and errors go away. if theres a warning you want to disappear in lua, you can likely just add a field to Brunot.lua and it will stop warning you, and possibly even give you autocomplete. it is encouraged to add things to brunot.lua as you go along, and if you would like to add more things ahead of time, (like for an entire type) go ahead. I recommend looking at the bindLuaTypes functions to see what is actually bound
to bind a type to lua, our engine convention is to put it in a static bindLuaTypes function in the class, then call it in the constructor of ScriptingManager. we also have a few macros to help you out ///
lorem ipsum ill fill this out later
lorem ipsum ill fill this out later