Syntax Highlighting Dialog Error Fixed
I have fixed the error that was preventing the syntax highlighting dialog from opening up. Grab the latest Dev version to get the fix
Syntax Highlighting Dialog Error FixedI have fixed the error that was preventing the syntax highlighting dialog from opening up. Grab the latest Dev version to get the fix LE and BE Charset SupportSo apparently I was not correctly supporting Little Endian and Big Endian character-sets. I guess I had not tried to load them before and was forcing everything into UTF-8. I have fixed this now. LE and BE files will now load and save correctly. They were parsed correctly by the code completion parser, but loading/saving them to edit was going through a slightly different sub system. New editor option: Bracket CompletionSo honestly, this has been bugging me for so long I have no idea why it took me this long to implement. Background first: I write eclipse plugins for a living. I've been doing it for almost eight years now, even though it seems like a lot longer. In Eclipse, when you're typing along, and you type a bracket of some sort (like "(" or "[" for example) a matching pair is inserted into the code as well. When you are doing function braces, (ie "{") and you hit enter after the brace it also inserts the companion closing brace as well as indents the cursor. It drives me NUTS when I use another editor now that does not have similar functionality for the language. Like, I don't know, say WOTgreal for instance... Sigh... My own tool was against me... So today I finally implemented it. I do not have the full code formatting stuff that Eclipse has (I hope to get to that as well with the 50 BAZILLION options that should be available) so that your code can look all nice. But as of now, there is a new option called "Bracket Completion" for your editor enjoyment in the current dev build. This is on by default, but you can turn it off in the editor options portion of preferences. UDK log parsing for WOTgrealPeople may know this, may not, but the log file format changed for the UDK so that extra items are in the log file. WOTgreal currently does not understand these extra items, but thankfully Epic allows you to remove them :) Add the following to DefaultEngine.ini: [LogFiles]
LogTimes=False Once you have that in there it should be good to go. (Thanks go out to Eric Blade for this, who sent it to me a while ago but I forgot to post it) WOTgreal's debugger and the UDKSo I am at work, and I don't know if this will work (though I think it should) but I updated the dev version with some hooks so that it *should* be able to use the debugger interface with the UDK. Any takers for giving it a try? UDebugger (oldskool) and WOTgrealI had an email today about using the UDebugger with WOTgreal. It's been a long time, but I dug up my original link for how everything works here. Which brings me to the obvious next question, can I make it work with the UDK as well, as this is obviously where the future is, not in the archives of the past. The answer, thankfully, is Yes! At least I think so, I am at work on a mac right now and can't test this immediately. Since originally I called out to udebugger.exe instead of ut2004.exe, I may have to change some stuff under the hood. I'll look when I get home. However, according to the UDN article on the debugger they kept the interface the same, simply renamed the dll. WOTgreal has shipped with a DLL called UDebugger.dll since 2.904. The interface and callbacks are the same. Now, though, you just need to rename it to DebuggerInterface.dll. When I get home today I will check to see what needs to be done. Of course, for this to work, you will need a registered version of the program... WOTgreal, Windows 7/Vista, and Admin accessFor those running on Win7 or Vista (which is probably most of us at this point) WOTgreal was required to run with admin privileges or things would not load correctly. I think I have this fixed now so it is no longer required. Can you guys give the current dev version a whirl and let me know if it does or does not work? New commandline optionI have added a new commandline option for WOTgreal so that you can have multiple instances running at the same time. From the release notes: Added commandline switch "-AllowMultipleInstances" to allow multiple instances of the program to be running.
Initial UDK supportI have added in the game type configuration for the UDK in the current development version. Sorry for the long delay. I recently moved everything to a Mac, and Delphi doesn't run on OSX until Borland/Codegear/whomever owns it now (some brazillian company I think) decides to get to it (likely never at this rate). So I had to rebuild a Windows VM with Delphi in it, and the darn thing was giving me issues with compiling some of the dependent libraries that I use. Long story short, it took much longer than I anticipated for a variety of reasons. But the current dev version adds in a game type for the UDK and allows you to do code insite etc. Again, this was on a VM so I couldn't test compilation or actually run the game, but I'm sure all of you will tell me if that doesn't work. :-) Updated Log ParserI've updated the development version with the ability to specify where the log directory is located (it's no longer in the same directory as the game). Can someone give the newest version a run for it's money and tell me if it fixes the log issues? |
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