Open an-eternity opened 2 years ago
Just to give weight for developing into this or directions: I rarely use UnrealEd for coding, especially not for bigger projects (> 10 lines) but instead an editor of my choice, UCC.EXE and a batch script.
@an-eternity do you have access to OldUnreal/UnrealTournament-testing
? It's the branch that contains the highest amount of UED fixes and works. If not, you should ask @stijn-volckaert for permission.
Just to give weight for developing into this or directions: I rarely use UnrealEd for coding, especially not for bigger projects (> 10 lines) but instead an editor of my choice, UCC.EXE and a batch script.
That's fine and well, but this doesn't mean we shouldn't take care of this.
Yes, i have access and already test recent UnrealEd fixes. This issue opened because developers begin to work on UnrealEd code editor fixes... Since the chance related improvements/enhancements might be implemented alongside fixes is high, it is right time to make a suggestion.
Need add button for return back to previous cursor location, after jump by click on some name with CTRL.
Use case: you read code, can use CTRL + click for look implementation of item, and later can press back button (which also bind to button Previous
for mouse - MK_XBUTTON1), for return back to your place.
Initially work inside one class. Later can be extended to work cross classes.
OFC it must be stack so if you travel deep, you can return back on each step.
Yes, return back is useful function, especially when working with huge scripts and when Jump follows to another classes... Maybe Bookmarks would also be useful (i use it often when working with UC in external IDE).
And #631 too.
887 can be added to list.
Added... Item 2.3. I am not quite sure how this should work and look like... Is this an additional column, like the line numbering, that by result of the compilation will show a bytecode offset numbers towards each line that corresponds to something in the bytecode? Or, probably, it could be an extension to Search functionality (that resolves a given bytecode offset number into the script line number), or could be shown via Hints from the mouse cursor/pointer...
Do you have access to OldUnreal/UnrealTournament-testing? That's the actual UnrealEd-based fork of the game.
Issue description:
Currently UnrealEd code editor is in state that is barely enough to work with huge amount of scripts effectively. It misses a lot of very useful functionality - from such simple as Line Numbering to such complex as Code Completion. This makes it reasonable to use external code editors instead in order to save the time, where lack of integration with UC environment brings another issues though...
Suggestion:
Here is a list of possible improvements that could make UnrealEd code editor more usable.
defaultproperties
field for scripts loaded from packages (if possible - with properly decoded Enum names).More suggestions can be added further... If somebody has a suggestion that could improve UnrealEd code editor more and is not in the list yet - add it here in comments...
This list is rather an approximate 'guideline', items it contains are not an imperative, it may appear practically impossible or not reasonable to implement some of them. If at least some of them implemented, it should make code editor more useful/effective in some extent. If all items implemented, it would be the best case, of course.
Checked items - completed in v469c Test Pre-release.