Blah blah blah Sharp-X replacement blah blah
This is a list of features I want to have in the first alpha release of LunaForge. This list will change over time.
- Main Interface
- LUA editor
- LFD editor
- THlib support (including all nodes from Sharp-X)
- Cyn environment support
- Traces system (missing a lot of messages, and global filtering)
- LuaSTG Instances and Libraries manager (downloading, locating, ...)
- Editor and Project settings
- Plugin system
- Selecting Compilation Target
- Launcher window
- As many crash handlers as possible
- Drag and drop support inside LFD editor
- Base Project templates
- Base file templates
- Object Indexer (half-implemented)
- AddNode helper window
- Presets (save and insert)
- Edit Windows
- Plugin store (in-editor and website)
- LFS (Shader) Editor
- UI identity
- Stream Deck integration
These features are low priority and may not be implemented in alpha or beta.
- Editor branches (release, pre-release, beta and alpha)
- Update checks and update system (half-implemented)
- Discord RPC
LunaForge, by default, saves all projects and configurations in the "Documents" folder.
However, to manage LuaSTG Instances, it will save a ".lunaforge" file in the same folder as the LuaSTG executable.
This file contains infos sensitive for this instance's configuration in the editor. If it's removed, strange behaviours could occur.
LunaForge comes out of the box with support for THlib and BerryLib and Cyn.
However, if you are a library creator and want to have compatibility with LunaForge, you must have these things that LunaForge expects:
- Your library can read both folder format and .zip format.
- Your library loads ONE mod at a time.
- Your library must target either LuaSTG Evo, Sub, Flux or X. ExPlus and below are not officially supported.
The editor will use require() to load files internally.