Earlier quoted context omitted.
At the indie studio I used to work at, we had some folks with engine experience. So, we rolled our own 3D engine and asset pipeline from scratch. But, we didn't have the budget for an editor. Instead we set up the asset pipeline to hot-reload everything. Meshes, scenes, materials and animations from Maya. Textures from Photoshop. Audio as a pile of WAVs. Scripting in Lua. UI layout in XML. Changing the asset files wo…
There's the Local Lua Debugger [0]. I don't know how it compares to decoda, but I experimented a bit with this debugger last weekend and it seems nice enough - well integrated into VS Code. --- [0]: https://github.com/tomblind/local-lua-debugger-vscode
Decoda uses your PDB to locate the Lua C library within your .exe and the Win32 API CreateRemoteThread to inject the code into your process to hook the Lua API.