Syntax highlighting

For all talk about quests. Creating, testing, bugs, and development progress.
User avatar
TheLacus
Posts: 591
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Syntax highlighting

Post by TheLacus » Sat Jun 23, 2018 9:31 pm

Thank you Interkarma.
I have the code on a local git repository, i'm going to clean up a few things and publish it in the next days (including reorganized .tmLanguage).
In the meanwhile, i added an alpha to the dropbox link on first post. It's a .vsix file which can be installed directly from the editor ui.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

User avatar
TheLacus
Posts: 591
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Syntax highlighting

Post by TheLacus » Mon Jun 25, 2018 9:18 pm

Repository is on github. You can find a download in Releases, this is where i'm going to push all updates.

In addition to what shown before, this version brings some small handy features to interact with symbols. For example you can rename a symbol preserving prefix (_foo_ -> _bar_ also changes __bar_, =bar_ etc.).
I converted tables from the documentation in json format to allow autocomplete. A future version may also use it also to confirm validity for existing symbol definitions.

Image

To avoid manually selecting language for individual files, you can try to add a string like this to file associations in editor settings:

Code: Select all

"files.associations": {
        "**/Quests/*.txt": "dftemplate"
},
This should open txt files inside a folder called Quests as TEMPLATE files rather than raw text. Please report back if this isn't working for you.

If you want to contribuite open cloned folder in editor and run npm install (with no args) to automatically install dependencies.

@Hazelnut
Syntax file has been reworked and improved, now it doesn't contain comments as they are not needed anymore. Tell me if i can help :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

User avatar
TheLacus
Posts: 591
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Syntax highlighting

Post by TheLacus » Sun Jul 01, 2018 8:09 pm

An update on what i've been working on

Format document/selection. Messages with <ce> tag are optionally centered.
Image

Find/peek message definition. Comment on line above is shown as a summary on hover. Hold Ctrl to see first line after definition.
Image

Quests in the workspace (autocomplete, hover, go to/peek definition and references.
Image
Image
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

Post Reply