IDE current status

It’s been a long time since I last posted, I have got a lot of things done during that time, but most of those where interface-less automated utilities, so there wasn’t much to show.

Recently I have started working on the LUA Editor, you can expect more frequent updates on the IDE in the future. Currently I’m preparing it for release, adding few more features, finishing up all of them, removing crashes and fixing bugs.

LUA Editor

Currently the LUA editor has all of the basic text editor functions, copy&paste, undo&redo and syntax highlighting. The syntax highlighting is smart and dynamic, supports multi-line comments and only parses the code from where the change has happened to the point where it is safe to stop parsing further. It’s really fast even with huge files.

Planned next:

  • History saving, similar to git/svn but more integrated with the editor and with undo&redo saved
  • Auto-complete and hints, hooked up with the Eternus engine calls (later on also with lua files)
  • Code formatting
  • Basic Debugging (include, typos, syntax errors)

TXT (TUGON) Editor

The TXT (TUGON) loading and saving is done already, it works really well for automated tasks, the Recipe List (Crafting Guide) was generated using it. I also had a chance to put it to good use and clean up all of the TUG files and automate few really tedious tasks.

Once the LUA Editor is done, it will be really easy to get the TXT (TUGON) Editor working and the args for the class connected with the code. Another thing I’m looking into is proper schematics for the TXT (TUGON) files to eliminate typos.

Models

Currently the IDE can both load and save .obj files and also fix some of the problems with those, but only the loading and rending part is exposed to the GUI, saving is internal only.

The IDE is much more allowing and some models that don’t work in TUG still work in the IDE.

Planned:

  • Debugging models and textures (warning about why the model will/might not work in TUG)
  • Displaying _coll (collision) boxes/shapes
  • Moving/adding pivot and _atch points

Scripting

I’m not sure if I will be able to get it in for the first release, but I’m planning on adding a scripting language to the IDE, it will help with automating things, I still haven’t decided what scripting language it will be, I’m considering lua or a custom one.

The end goal of the scripting language is to allow thing like generating Recipe List (Crafting Guide), working with txt and model files, automating tedious tasks, extending the model viewer with new functions (displaying ghost objects, text, lines, even generating models and textures), automating lua scripting and generating reports/warnings.

 

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