

Less context switching requiredĪs a bonus, you can also utilise great haxe libraries that are cross platform compatabile!Īlso, it seems S&Box is going to have C# as it's scripting language. This means you can create projects that talk to gmod lua in one consistent language + syntax. This enables gmodhaxe to copy your build on save, meaning you can develop a lua addon from your documents folder instead of delving into the depths of your gmod installation each timeĬlass syntax is free, and always the same instead of being DIY Macros mean we can take post compile steps.Goodbye a, and unavaliable functions cluttering your autocompletion solution This might be because I'm a bad developer though. When developing a gamemode, nothing is worse than being trapped in the cycle of save code -> run through game -> mispelled variable name -> back to square one Type all the things! Compile errors instead of runtime errors! Horray! Not just hacked onto lua, and so a lot more reliable Haxe comes with some advantages over just plain (gmod) lua development Pros This has been developed alongside a new gamemode I hope to release soon, you can check it out if you want more detailed examples on how to use this library. Things may be improperly typed, and therefore if you see any out of date documentation, definition or need to use a new function not avaliable, please submit a pull request or an issue. (i.e only functions that exist in server/client will autocomplete/build in current context)Įxterns have been generated from scraped info from an older version of the gmod wiki.

Haxe is a strictly typed language that compiles to lua (+ many other languages like javascript/c++/c#).Īll externs are fully client/server context dependent, so will only work in proper context Haxe externs for gmod + macros intended for gamemode development.
