Hi all!
I’m starting a new project with Urho3D, and after having developed a taste for LUA I thought It’d be a good idea to adopt LUA as the main scripting language of the project. But when I started making some tests I realised there’s no reload feature for LUA scripts, so I have to restart the whole editor for script changes to take effect.
As ChrisMAN_mk2 pointed out on the IRC channel, there’s really no such feature in the Editor’s code, and I was just wondering why. Is there any kind of added difficulty in recompiling Lua scripts at runtime? Or is the feature just not implemented yet?
For now I’m gonna take a look myself in the editor code and see if I can add this. If anyone wants to point out the relevant code sections to look at, or wants to provide some help it will be more than welcome. 
Thank you!
Furthermore, this would not be good to keep in the released version because it will slow down the program a lot due to two functions being called rather than just one for components. :\
A wrapper should easily be able to be written that just wraps around "“ScriptObject()” and adds a parameter to uniquely identify a component. That function would remember every table for every class and overwrite every function automatically. (But this way might not work depending on if urho3d access the lua functions directly or if it gets them indirectly from the table.)