I finally added documentation for the framework! I will be working on it more, but for now, it should suffice!
https://ig-studios.github.io/YuconFramework/
cc: @Fenix7667 @FerbZides
I finally added documentation for the framework! I will be working on it more, but for now, it should suffice!
https://ig-studios.github.io/YuconFramework/
cc: @Fenix7667 @FerbZides
Question, is there a way to communicate between client to client, or server to server like in Aero. I don’t know if there is, because I am using singletons or _G for this.
Thanks for the question
Currently, that answer is sort of. You can do self.Plugins
/self.Scripts
and access userdata from there, but I’ve been thinking that’s not enough. Would something such as non-remote events be of interest to you?
Yes definitely! Its crucial when you scripts need to communicate hard for it to work.
Sounds good! I’ll work on that feature soon.
Update!
Revamped UI
Classes
You can now create classes! Classes are what create object-oriented programming; this creates flexibility and security in your code by keeping meta-instances with private data.
You can create an object of a class in Yucon by doing self:NewInstance("ClassNameHere", Arguments...)
Shared Scripts
You can now create shared scripts! These are scripts that run on both the client and server.
These have a large number of use cases, but be aware that it is exposed to the client, do not input sensitive server information in shared scripts!
Other Changes
There are a variety of other changes, such as backend code modifications and slightly modified UI aspects from the previously existing UI portions.
Hopefully this update helps Yucon provide more of a use!
Documentation will be updated soon.
6/10/21
__metatable
added Yucon instances to secure modules betterThe big one here is the complete documentation! This has been long awaited, and I finally did it folks.
Here is snippet from the API to show you what it is like:
Some users might have difficulty understanding the plugin, so there is now a Discord server to help out!
Added :GetClass()
method to the API. This allows a user to access a class without creating a new object!
Minor optimizations to the Yucon Framework
Changed default cases of camelCase to PascalCase
Added new default Spring
shared class
Added new default Bind
client class
Removed the default ThreadHandler
shared plugin (it has been superseded by the task
library from Roblox)
Definitely gonna have to give it a try, looks very clean and good performance wise. One thing I would suggest is to include like a example script or system for refrence.
Gotcha. For now though, there are free classes and plugins!
Fixed an issue where remote functions would not return data from the server back to the client upon a client-to-server request
The plugin-side code has been entirely rewritten
Importing and updating the framework is much faster (near-instant)
Fixed some issues related to module navigation UI not updating properly
MAJOR_YUCON_VERSION
no longer attempts to import. This may be deleted from your game, this was a legacy method of checking Yucon import status
Upon opening a game that already has Yucon Framework installed, the developer will get a notification letting them know Yucon is active
Is this a bug?
It says it when I try to use any option.
What do you mean by use any option?
To create anything on the editor.
Which button remains non-functional?
Every single button that is supposed to create something doesn’t create it.
Is there a video tutorial on how to set this up? I don’t know how GitHub even works…
Can you take a screenshot and circle the buttons that don’t work?