- close() - closes the parser, freeing all memory used by it.
- getCallbacks() - returns the callbacks table for this parser.
@@ -17191,7 +17191,7 @@ end
Desc = [[
This class represents the tolua bridge between the Lua API and Cuberite. It supports some low
level operations and queries on the objects. See also the tolua++'s documentation at
- {{http://www.codenix.com/~tolua/tolua++.html#utilities}}. Normally you shouldn't use any of these
+ {{https://www8.cs.umu.se/kurser/TDBD12/VT04/lab/lua/tolua++.html#utilities}}. Normally you shouldn't use any of these
functions except for type()
]],
Functions =
diff --git a/Server/Plugins/APIDump/Classes/Geometry.lua b/Server/Plugins/APIDump/Classes/Geometry.lua
index 32a4bbb27..e9280b359 100644
--- a/Server/Plugins/APIDump/Classes/Geometry.lua
+++ b/Server/Plugins/APIDump/Classes/Geometry.lua
@@ -2327,7 +2327,7 @@ end
Type = "Vector3i",
},
},
- Notes = "Returns a new Vector3i that is a {{http://en.wikipedia.org/wiki/Cross_product|cross product}} of this vector and the specified vector.",
+ Notes = "Returns a new Vector3i that is a {{https://en.wikipedia.org/wiki/Cross_product|cross product}} of this vector and the specified vector.",
},
Dot =
{
diff --git a/Server/Plugins/APIDump/Hooks/OnPlayerAnimation.lua b/Server/Plugins/APIDump/Hooks/OnPlayerAnimation.lua
index baf99834e..1af543821 100644
--- a/Server/Plugins/APIDump/Hooks/OnPlayerAnimation.lua
+++ b/Server/Plugins/APIDump/Hooks/OnPlayerAnimation.lua
@@ -2,13 +2,13 @@ return
{
HOOK_PLAYER_ANIMATION =
{
- CalledWhen = "A client has sent an Animation packet (0x12)",
+ CalledWhen = "A client has sent an Animation packet",
DefaultFnName = "OnPlayerAnimation", -- also used as pagename
Desc = [[
- This hook is called when the server receives an Animation packet (0x12) from the client.
+ This hook is called when the server receives an Animation packet from the client.
For the list of animations that are sent by the client, see the
- Protocol wiki.
+ Protocol wiki.
]],
Params =
{
diff --git a/Server/Plugins/APIDump/Hooks/OnPlayerLeftClick.lua b/Server/Plugins/APIDump/Hooks/OnPlayerLeftClick.lua
index 3d4c07950..1623869be 100644
--- a/Server/Plugins/APIDump/Hooks/OnPlayerLeftClick.lua
+++ b/Server/Plugins/APIDump/Hooks/OnPlayerLeftClick.lua
@@ -19,7 +19,7 @@ return
The client sends the left-click packet for several other occasions, such as dropping the held item
(Q keypress) or shooting an arrow. This is reflected in the Status code. Consult the
- protocol documentation for details on the actions.
+ protocol documentation for details on the actions.
]],
Params =
{
diff --git a/Server/Plugins/APIDump/SettingUpDecoda.html b/Server/Plugins/APIDump/SettingUpDecoda.html
index 15df27816..f9450c3c7 100644
--- a/Server/Plugins/APIDump/SettingUpDecoda.html
+++ b/Server/Plugins/APIDump/SettingUpDecoda.html
@@ -22,7 +22,7 @@
Here's a screenshot of a default Decoda window with the debugger stepping through the code (scaled down):
As you can see, you can set breakpoints in the code, inspect variables' values, view both the Lua and native (C++) call-stacks. Decoda also breaks program execution when a faulty Lua script is executed, providing a detailed error message and pointing you directly to the faulting code. It is even possible to attach a C++ debugger to a process that is being debugged by Decoda, this way you can trap both C++ and Lua errors.
- Decoda is open-source, the sources are on GitHub: https://github.com/unknownworlds/decoda. You can download a compiled binary from the creators' site, http://unknownworlds.com/decoda/.
+
Decoda is open-source, the sources are on GitHub: https://github.com/unknownworlds/decoda. You can download a compiled binary from the creators' site, https://unknownworlds.com/decoda/.
Project management
To begin using Decoda, you need to create a project, or load an existing one. Decoda projects have a .deproj extension, and are simply a list of Lua files that are to be opened. You can create a project through menu Project -> New Project. Save your project first, so that Decoda knows what relative paths to use for the files. Then either add existing Lua files or create new one, through menu Project -> Add Add New File / Add Existing File.
diff --git a/Server/Plugins/APIDump/SettingUpZeroBrane.html b/Server/Plugins/APIDump/SettingUpZeroBrane.html
index b2a820ee3..9f36382d2 100644
--- a/Server/Plugins/APIDump/SettingUpZeroBrane.html
+++ b/Server/Plugins/APIDump/SettingUpZeroBrane.html
@@ -22,14 +22,14 @@
Here's a screenshot of a default ZBS window with the debugger stepping through the code (scaled down):
As you can see, you can set breakpoints in the code, inspect variables' values, view the Lua call-stacks.
- ZBS is open-source, the sources are on GitHub: https://github.com/pkulchenko/ZeroBraneStudio. The project's homepage is at http://studio.zerobrane.com/.
+
ZBS is open-source, the sources are on GitHub: https://github.com/pkulchenko/ZeroBraneStudio. The project's homepage is at https://studio.zerobrane.com/.
First-time setup
Since ZBS is a universal Lua IDE, you need to first set it up so that it is ready for Cuberite plugin development. For that, you need to download one file, cuberite.lua from the ZBS's plugin repository. Place that file in the "packages" folder inside your ZBS's folder. Note that there are other useful plugins in the repository and you may want to have a look there later on to further customize your ZBS. To install them, simply save them into the same folder.
Next you should install the code-completion support specific for Cuberite. You should repeat this step from time to time, because the API evolves in time so new functions and classes are added to it quite often. You should have an APIDump plugin in your Cuberite installation. Enable the APIDump plugin in the server settings, it's very cheap to keep it enabled and it doesn't cost any performance during normal gameplay. To generate the code-completion support file, enter the api
command into the server console. This will create a new file, "cuberite_api.lua", next to the Cuberite executable. Move that file into the "api/lua" subfolder inside your ZBS's folder. (Note that if you had the "mcserver_api.lua" file from previous versions, you should remove it)
After you download the cuberite.lua file and install the completion support, you need to restart ZBS in order for the plugin to load. If there are no errors, you should see two new items in the Project -> Lua Interpreter submenu: "Cuberite - debug mode" and "Cuberite - release mode". The only difference between the two is which filename they use to launch Cuberite - cuberite_debug(.exe) for the debug option and "cuberite(.exe)" for the release option. If you built your own Cuberite executable and you built it in debug mode, you should select the debug mode option. In all other cases, including if you downloaded the already-compiled Cuberite executable from the internet, you should select the release mode option.
For a first time user, it might be a bit overwhelming that there are no GUI settings in the ZBS, yet the IDE is very configurable. There are two files that you edit in order to change settings, either system-wide (all users of the computer share those settings) or user-wide (the settings are only for a specific user of the computer). Those files are regular Lua sources and you can quickly locate them and edit them from within the IDE itself, select Edit -> Preferences -> Settings: XYZ from the menu, with XYZ being either System or User.
- There is a documentation on most of the settings on ZBS's webpage, have a look at http://studio.zerobrane.com/documentation.html, especially the Preferences section. Personally I recommend setting editor.usetabs to true and possibly adjusting the editor.tabwidth, turn off the editor.smartindent feature and for debugging the option debugger.alloweditting should be set to true unless you feel like punishing yourself.
+ There is a documentation on most of the settings on ZBS's webpage, have a look at https://studio.zerobrane.com/documentation.html, especially the Preferences section. Personally I recommend setting editor.usetabs to true and possibly adjusting the editor.tabwidth, turn off the editor.smartindent feature and for debugging the option debugger.alloweditting should be set to true unless you feel like punishing yourself.
Project management
ZBS works with projects, it considers all files and subfolder in a specific folder to be a project. There's no need for a special project file nor for adding individual files to the workspace, all files are added automatically. To open a Cuberite plugin as the project, click the triple-dot button in the Project pane, or select Project -> Project directory -> Choose... from the menu. Browse and select the Cuberite plugin's folder. ZBS will load all the files in the plugin's folder and you can start editting code.
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