Closed AnonymousPrayers closed 8 years ago
Possibly with the DataModel:Load() function, I'll check :p
On Thu, Jul 9, 2015, 11:59 AM Zenon notifications@github.com wrote:
Would it be possible to automatically update the plugin? script.Source is accessible from plugins, so if HttpService is enabled, it could be fetched from somewhere. If not, the code is just stored locally like normal. Possibly even from here: https://developer.github.com/v3/. If I figure out how the API works, I might try a pull request, but only if you'd think the idea is decent.
— Reply to this email directly or view it on GitHub https://github.com/F3XTeam/ROBLOX-Building-Tools/issues/74.
Oh, that's right, HttpService doesn't work in studio. (facepalms)
It does! It's just that we need a way of loading the .rbxm files in the build folder from GitHub, not just the scripts :P
On Thu, Jul 9, 2015, 12:05 PM Zenon notifications@github.com wrote:
Oh, that's right, HttpService doesn't work in studio. (facepalms)
— Reply to this email directly or view it on GitHub https://github.com/F3XTeam/ROBLOX-Building-Tools/issues/74#issuecomment-120109945 .
Okay. I'll ask around a bit and see what I can find.
On Thu, Jul 9, 2015 at 12:17 PM -0700, "Robert" notifications@github.com wrote: It does! It's just that we need a way of loading the .rbxm files in the build folder from GitHub, not just the scripts :P
On Thu, Jul 9, 2015, 12:05 PM Zenon notifications@github.com wrote:
Oh, that's right, HttpService doesn't work in studio. (facepalms)
— Reply to this email directly or view it on GitHub https://github.com/F3XTeam/ROBLOX-Building-Tools/issues/74#issuecomment-120109945 .
Reply to this email directly or view it on GitHub: https://github.com/F3XTeam/ROBLOX-Building-Tools/issues/74#issuecomment-120114487
GigsD4X I don't see what would be bad with using require(assetid) now? You can keep the original F3X Source free. Edit: I tested this myself, and re read this chat. My mistake, require does not work in studio if you don't own the asset.
We could at least use the modules for in-game. The plugin is a lot easier to update than the tool.
Couldn't we create the GUI in the core script?
You're able to put the GUI in the core script. Not Couldn't. I bet it's easier to be able to see what the gui will look like, than having to run the game every time.
PS. Don't go off topic of the main topic of this issue. @ThatChristianGuy
@NNickey I mentioned it because Gigs was talking about needing to get the .rbxm files, which mainly contain the GUI. So on-topic, as just creating the tool things would make it possible to use modules or import the source from github.
@ThatChristianGuy Nope, the GUI used to be part of the code in the alpha versions of BT, but as the codebase grew we even had to split all the tools into their own scripts, since there's a script size limit.
Wow. I never knew that.
On Sat, Sep 19, 2015 at 2:01 PM -0700, "Robert" notifications@github.com wrote:
@ThatChristianGuy Nope, the GUI used to be part of the code in the alpha versions of BT, but as the codebase grew we even had to split all the tools into their own scripts, since there's a script size limit.
— Reply to this email directly or view it on GitHub.
Would it be possible to automatically update the plugin? script.Source is accessible from plugins, so if HttpService is enabled, it could be fetched from somewhere. If not, the code is just stored locally like normal. Possibly even from here: https://developer.github.com/v3/. If I figure out how the API works, I might try a pull request, but only if you'd think the idea is decent.