Re: Syntax highlighting
Posted: Tue Aug 07, 2018 8:12 pm
As usual, a summary of what i've been working on.
Quest tables
I had already formatted some constants in a json file to develop autocompletion, now i have decided to avoid duplication and read data directly from tables used for Daggerfall Unity. When the path to StreamingAssets/Tables is set (or retrieved automatically when working inside the standard folder in StreamingAssets) Quests-xxx.txt files are read by extension and used to suggest proposals based on action signature as well as detect issues with existing quests. Ideally this should guarantee that quest engine and editor always rely on the same data if there are any changes (example: an unused global variable reserved by custom quests).
Symbol proposal
Autocompletion is now filtered by parameter type, to avoid suggestions that would surely be incorrect. I already wrote the action/condition backend so this was just a natural progression.
Symbol variations
Proposes symbol variations as code action and detects undefined prefixes for type. This should make them a bit less enigmatic for new quest writers.
Quest tables
I had already formatted some constants in a json file to develop autocompletion, now i have decided to avoid duplication and read data directly from tables used for Daggerfall Unity. When the path to StreamingAssets/Tables is set (or retrieved automatically when working inside the standard folder in StreamingAssets) Quests-xxx.txt files are read by extension and used to suggest proposals based on action signature as well as detect issues with existing quests. Ideally this should guarantee that quest engine and editor always rely on the same data if there are any changes (example: an unused global variable reserved by custom quests).
Symbol proposal
Autocompletion is now filtered by parameter type, to avoid suggestions that would surely be incorrect. I already wrote the action/condition backend so this was just a natural progression.
Symbol variations
Proposes symbol variations as code action and detects undefined prefixes for type. This should make them a bit less enigmatic for new quest writers.