MatejZajacik wrote:You have to be kidding me... That's exactly what I've been dreaming of - component system in an FPS engine with a solid level editor. Wow. I'm really looking forward to it, man, like... really!

It's great to hear that, thanks!
So if I understand it correctly, one will be able to create components in Lua and define objects (consisting of components) in Lua, too, right? So an item as I described above will be easy to implement without touching C++. If yes, man, I'm happy.

Yes, that hits the mark.
Usually though, you'd use the graphical editor to create new objects (e.g. the windows in the GUI system, or later the entities in the game maps) and to assign components to them, and to set the properties of the components.
You can however dynamically instantiate objects and the components they are composed of, and do all of their configuration etc., in Lua, too.
In both cases, Lua scripts would be used for implementing the "behaviour", e.g. handling event callbacks, etc.
(For our windows in the GUI system, all this is implemented and working already.)
For contrast, as an example of what is
not possible is adding new components in Lua that no one has ever thought of. For example, today we don't have windows (or in fact, window components) that can make sounds. If we wanted to have window components that can do that, implementing a new component in C++ is required. But this kind of feature additions is really the only place where there is a natural limit for what can be done via scripting.
But in summary, yes, when the component system has been ported to game entities, you can do as you described entirely in Lua.
