Please backup your game before using this version!!!!!!!!Edit
: replaced with a new version that also fixes the bug described hereEdit 2
: replaced with a newer version that fixes a bug and implements a few suggestions, both described hereEdit 3
: replaced with a newer version that fixes a crash when clicking "go to definition", described hereEdit 4 (18/7/12)
: More fixes described here!Edit 5 (20/7/12)
: More fixes described here!Edit 6 (21/7/12)
: More fixes & improvements described here!Edit 7 (22/7/12)
: Fixed the crash described here!Edit 8 (29/7/12)
: Committed the changes to the 3.2.2 branch.
Hi, I've added a few features for the editor.
Please test and/or provide feedback.
Once I see everything is well I'll commit to 3.2.2 development branch.
Added folders for characrers, dialogs, inventory items, guis, rooms, scripts and views.
Added new menu items for all folders to move up/down,
and the ability to drag/drop files to be before other files.
- Script and header files are now combined into one and can be expanded/collapsed, similar to room settings & script.
- I removed the ability to move files up/down, this can now be done with normal drag/drop (and not only for scripts).
- Also removed the "exclude script" option, it made things a mess and I couldn't understand why it is needed.
If anybody knows, please tell me.
- The order of the scripts (for script dependencies) is the same as it was before, a script can use all the scripts
- The "Sort room by number" now sorts within folders.
I actually don't understand why this feature is needed, if anyoneFind all usages:
knows please tell me.
Added a menu item to find all usages for characters, dialogs, views, inventory items and global variables.
It won't actually find scripts that use the character id (or dialog/view id), just scripts that use the actual
script name of that specific object.An example of the folders and the "Find all usages" menu itemNavigate (in tree):
Added a menu item for almost all document tabs, to navigate to their node on the project tree
(can be useful for large projects).An example of the "Navigate" feature.Goto Line:
In script editor, pressing Ctrl+G will now open the "Goto line" dialog, you can select a line number and the
editor will jump to that line. Since "Ctrl+G" was already used as a shortcut to open the global script,
I replaced that shortcut with Ctrl+Shift+G (and also replaced the shortcut to open the global header
from Ctrl+H to Ctrl+Shift+H for consistency).An example of the "Goto Line" featureMono:
I've refactored some code to make it more Mono-compatible, so that it could run properly when compiled with Mono
(cross platform implementation of .Net).
There's still a lot more work to be done (even without mentioning the native dll), but it's at least a step
in the right direction.
The changes I've done-
- I replaced in tons of places the hard-coded "\" used as a directory separator with the directory separator of the OS,
so that it'll also work on Linux machines.
- I switched the code that detects Shift & Ctrl keyboard presses with a managed solution, that should be supported
by MONO- this is used when selecting colors in the palette, for example.
- I switched the code that detects when the Room Designer is focused (used when pressing the up/down arrows to pan
the working area) to a managed solution, that should be supported by MONO.
- I switched the code that copies arrays in memory to a managed solution (used when loading a sprite from file).
- I partially disabled some features only when running with Mono, since I couldn't see a way to code them without the
- Breaking in debug will not automatically set the editor to the foreground, the user might have to click on the window
- Notifying the user on file changes externally if the editor is in focus will not happen. It will happen when
the window is activated, so I hope it won't be too annoying.