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ci: main -> master because that's what MoonSharp upstream uses.
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.github/workflows/ci.yml

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on:
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push:
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branches:
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- main
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- master
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pull_request:
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branches:
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- main
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- master
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jobs:
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README.md

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A complete Lua solution written entirely in C# for the .NET, Mono, Xamarin and Unity3D platforms.
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Features:
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* 99% compatible with Lua 5.2 (with the only unsupported feature being weak tables support)
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* 99% compatible with Lua 5.2 (with the only unsupported feature being weak tables support)
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* Support for metalua style anonymous functions (lambda-style)
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* Easy to use API
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* **Debugger** support for Visual Studio Code (PCL targets not supported)
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* Remote debugger accessible with a web browser and Flash (PCL targets not supported)
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* Runs on .NET 3.5, .NET 4.x, .NET Core, Mono, Xamarin and Unity3D
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* **Debugger** support via Debug Adapter Protocol e.g. Visual Studio Code
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* Runs on .NET 4.5, .NET Platform (formerly Core), Mono, Xamarin and Unity
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* Runs on Ahead-of-time platforms like iOS
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* Runs on IL2CPP converted code
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* Runs on platforms requiring a .NET 4.x portable class library (e.g. Windows Phone)
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* No external dependencies, implemented in as few targets as possible
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* Easy and performant interop with CLR objects, with runtime code generation where supported
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* Interop with methods, extension methods, overloads, fields, properties and indexers supported
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* Support for the complete Lua standard library with very few exceptions (mostly located on the 'debug' module) and a few extensions (in the string library, mostly)
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* Async methods for .NET 4.x targets
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* Async method support
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* Supports dumping/loading bytecode for obfuscation and quicker parsing at runtime
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* An embedded JSON parser (with no dependencies) to convert between JSON and Lua tables
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* Easy opt-out of Lua standard library modules to sandbox what scripts can access
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```
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For more in-depth tutorials, samples, etc. please refer to http://www.moonsharp.org/getting_started.html
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