An LSL Script Editor/compiler for Second Life's Scripting Language.
LSLForge is a fork of the popular LSLPlus editing evironment, to provide Linden Scripting Language (LSL) support in Eclipse.
This fork is just to produce a binary version for Windows and Linux that can be used on OpenSim. Render.hs should not produce extra parenthesis which are producing errors in OpenSimulator.
- 2017-02-10 LSLForge 0.1.9.3 (Windows, Linux (Thanks @Trapez), Mac (Thanks @PellSmit))
- ATTACH_FACE_TONGUE misspelled
- 2017-01-07 LSLForge 0.1.9.2 (Windows, Linux (Thanks @Trapez), Mac (Thanks @PellSmit))
- OBJECT_ATTACHED_SLOTS_AVAILABLE
- llGetEnv("region_object_bonus") (in comments)
- 2016-11-13 LSLForge 0.1.9.1 (Windows, Linux (Thanks @Trapez), Mac (Thanks @PellSmit))
- 2016-11-08 LSLForge 0.1.9 (Windows, Linux, Mac)
- JSON_APPEND, CLICK_ACTION_ZOOM added
- 2016-10-22 LSLForge 0.1.8 (Windows only)
- XP_ERROR_REQUEST_PERM_TIMEOUT missing added
- 2016-10-20 LSLForge 0.1.7 (Windows only)
LSLForge is a plugin for the Eclipse platform. The plugin allows editing, "compiling" (gathering code included in modules), executing, and unit testing your Second Life® Linden Scripting Language (LSL) code.
Because it is an Eclipse plugin, when you use LSL Plus you can take advantage of many of the useful features of Eclipse. Integrated support of a source code control system such as Git, CVS and Subversion comes for "free", and there are many other features -- task list management, integration with bug tracking tools, etc. You will of course need to make sure you get the appropriate plugins to use these features.
The official group for LSLForge Editor tool is LSLForge Users. General announcements, questions and answers.
Any of the Eclipse installations were found working:
- Eclipse Juno RC2 (4.2.2)
- Eclipse Luna (4.4.0)
- Eclipse Mars.1 (4.5.1)
- Eclipse Mars.2 (4.5.2)
- Eclipse Neon (4.6.0)
To install a plugin into Eclipse, choose Help
> Install New Software
. Click Add...
, give it a name and enter the link for location:
https://raw.githubusercontent.com/elnewfie/lslforge/master/eclipse/
This way you'll get the newest release.
Alternatively you may switch to a development fork and try a specific version since 0.1.8
(including work in progress branches):
https://raw.githubusercontent.com/raysilent/lslforge/0.1.9.3/eclipse/
https://raw.githubusercontent.com/raysilent/lslforge/0.1.9.2/eclipse/
https://raw.githubusercontent.com/raysilent/lslforge/0.1.9.1/eclipse/
https://raw.githubusercontent.com/raysilent/lslforge/0.1.9/eclipse/
https://raw.githubusercontent.com/raysilent/lslforge/0.1.8/eclipse/
For even older version, clone the whole repo and link your Eclipse to a particular folder under eclipse\archive
.
If you don't see any items for installing, try to uncheck "Group items by category"
Run
eclipse -clean
to make it forget cached downloads
Checkbox 2 items:
- "LSLForge"
- One of the native parts according to your environment.
Install, accept and restart Eclipse
Switch to LSLForge Perspective and create a new LSLForge Project
-
*.lslp
files compilation issues although everything is correct. It may happen when a lot of$import
keywords are used and at some point the compiler gets stuck. What may help is:- Adding a fake
*.lslm
module along the project, it could be calledFake.lslm
. Opening it and adding a space, then removing it and hitting Save will force the project to be recompiled - Forcing recompilation of a module that is referenced by
*.lslp
file by opening it, doing some fake change, and hitting Save
- Adding a fake
This demonstrates:
- How to use folders when importing modules (dot notation)
- How to import a module with a paramater
Modules/Debug.lslm
:
$module (integer DEBUG)
// pragma inline
bug(string place, string message) {
if (DEBUG) llOwnerSay("["+llGetScriptName()+"."+place+"]: "+message);
}
Script.lslp
:
integer DEBUG=TRUE; // has to be a variable
$import Modules.Debug.lslm(DEBUG=DEBUG) de;
do() {
debug("do()", "This is a call of 'bug' function from 'de' module");
}
Imagine you move Modules
folder to a separate project called ModulesProject
to use it from different other projects.
In the main project that uses ModulesProject
, place a checkmark along its name under Project settings > Project References
.
ModulesProject
directory tree becomes part of the project's tree. It will still be imported as $import Modules.Debug.lslm
without any additions.
- Windows
- 8.1 64bit
- 10 64bit
If you succeed with compilation for Linux or Mac please add an issue with step-by-step instructions
GHC 6.10.1 (http://www.haskell.org/ghc/download_ghc_6_10_1) should be used and after installation, system "Path" variable should be updated to include Haskell \bin directory.
For all below packages, downloaded to some temp folder, 3 steps should be done:
Note: Some of these actions may require administrative rights. Run your command prompt as administrator in case you see errors.
runhaskell Setup.hs configure
runhaskell Setup.hs build
runhaskell Setup.hs install
(Setup may be called "Setup.lhs")
https://hackage.haskell.org/package/utf8-string-0.3.6
https://hackage.haskell.org/package/polyparse-1.1
https://hackage.haskell.org/package/pretty-1.0.1.0
https://hackage.haskell.org/package/HaXml-1.19.6
https://hackage.haskell.org/package/transformers-0.1.4.0
https://hackage.haskell.org/package/monads-fd-0.0.0.1
https://hackage.haskell.org/package/fclabels-0.4.2.1
https://hackage.haskell.org/package/binary-0.4.1
https://hackage.haskell.org/package/pureMD5-0.2.4
https://hackage.haskell.org/package/template-haskell-2.3.0.0
Now we configure, build, install LSLForge itself from its inner "haskell" folder in a similar way.
If your "install" was successful, exe-file will appear at C:\Program Files (x86)\Haskell\bin
folder (look at the message after install). Permission system may prevent file(s) copying to the folder. It may as well reside close to source folder under build, if your "install" failed. You will be able to link to it anyway.
Now you only need to specify this *.exe in Eclipse, Preferences
> LSLForge
settings.
Eclipse should be restarted