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    [IDE] Unreal Sed (2.1.0) [PIC]

    Name: Unreal Sed

    Version: 2.1.0

    Requirements: .NET Framework 4.0

    Description: An Integrated Development Environment (IDE) for Unreal Script supporting: Unreal, Unreal 2, Unreal Tournament, Unreal Tournament 2003, Unreal Tournament 2004, Unreal Tournament 3 and Unreal Development Kit.

    Comments: With the release of 2.1 a new visual look has been implemented and some neat features such as Notifications, Flyouts amonst others where added, and along with that improvements and bug fixes.
    In later versions I want to implement these:
    » IntelliSense;
    » Class browser;
    » Debugger;
    » Unreal Development Kit 64bit Support;
    » Amongst others.


    Screenshots:
    [shot]http://imageshack.com/a/img10/922/stky.jpg[/shot]
    Dark + Crimson + Notification.
    [shot]http://imageshack.com/a/img31/9104/t9pg.jpg[/shot]
    Light + Pink + Notification
    [shot]http://imageshack.com/a/img24/8041/l4vr.jpg[/shot]
    Dark + Red + Options.

    Credits:
    José Luís '100GPing100' developer.
    Epic Games U-Logo and compilers.
    SharpDevelop Team AvalonEdit and AvalonDock.
    The Developers Behind Extended WPF Toolkit™ Community Edition.
    MahApps MahApps.Metro library.

    Website: 100GPing100's Domain

    Download: You may not create mirrors without my explicit permission.
    NOTE: To download click on the version name (for example: "1.0.0").

    (2.1.0) (mirror)
    » Miscellaneous: Changed Copyright Year To Reflect Future Usage Of First Generation Libraries.
    » Miscellaneous: Removed Beta Test Build References.
    » New Feature: New Syntax Style Version (1.1).
    » New Feature: Added Support For UDK Versions Prior To 2010-04.
    » New Feature: Added Main Window Dark Theme.
    » New Feature: Added Ability To Have Multiple Launch Argument Sets.
    » New Feature: Added Launch Arguments Save System.
    » New Feature: Added Customizable Command Shortcuts.
    » New Feature: On Crash Unreal Sed Tries To Save All Open Documents And Reports If Any Failed.
    » New Feature: Added Option To Launch Game/Editor Without Compiling (Uses Build&Run Arguments).
    » New Feature: Added Toast Notifications Sound (Optional).
    » New Feature: Added Toast Notifications.
    » Improvement: Re-Wrote Find&Replace Dialog.
    » Improvement: Partially Re-Wrote Environment Options Dialog.
    » Improvement: Improved Exception Handler.
    » Improvement: Upgraded All Dialogs Visually.
    » Improvement: Improved Windowing Functionality.
    » New Keybinding: (Shift+F5) Launch Only.
    » Bug Fix: Fixed Possible Bug With Syntax Style Saving.
    » Bug Fix: Fixed Crash With Environments Directory.
    » Bug Fix: Fixed Crashes With Missing Ini Files.
    » Bug Fix: Fixed Crash When Opening Options.
    » Bug Fix: Fixed Problems List Not Clearing Up On Environment Change.
    » Bug Fix: Fixed Crash After Closing The Crash Dialog.
    » Bug Fix: Fixed Open Type Menu Item Always Being Disabled.
    » Bug Fix: Fixed Crash With Modifier Keys On Goto Dialog.
    » Bug Fix: Fixed Main Window Caption Margins.
    » Bug Fix: Fixed Bug With Minimizing Main Window.
    » Minor Fixes And Tweaks.

    (2.0.0) (mirror)
    » New Feature: Build & Run (Work In Progress)
    » New Feature: Compiler Is No Longer Runs If Scripts Are Up-To-Date.
    » New Feature: Open Tabs Are Now Saved For Next Session.
    » New Feature: Goto Line Dialog.
    » New Feature: Search Previous Instance.
    » New Feature: Class Types Highlight (With Options Setting).
    » New Feature: Environments Now Replace Solutions.
    » New Feature: Environment Tree Search.
    » New Feature: Open Type Dialog.
    » New Feature: Environment Options.
    » Improvement: Added Fallback Update Server.
    » Improvement: New Update Server.
    » Improvement: Tweaked Check For Updates Dialog.
    » Improvement: You're Now Able To Mix Color And Dock Themes.
    » Improvement: Polished Up The Dialogs.
    » Improvement: Fixed Hack In Problems List.
    » Improvement: New AvalonDock Version.
    » Improvement: Re-designed About Dialog.
    » Improvement: New Syntax Highlighting System.
    » Improvement: New Settings Structure (Faster).
    » Improvement: New Options Dialog.
    » Improvement: New Improved Compiler.
    » Improvement: Folding Generation Time Decreased.
    » New Keybinding: (Ctrl+G) Goto Line.
    » New Keybinding: (Ctrl+Shift+T) Open Type.
    » Bug Fix: Fixed Document Status Tracking Bug.
    » Bug Fix: Class Rename No Longer Accepts Illegal Characters.
    » Bug Fix: Fixed Input Focus When Switching Documents.
    » Bug Fix: Fixed Functional Bug With Find & Replace Text Field.
    » Bug Fix: Fixed Focus With Multiple Document Groups.
    » Bug Fix: Fixed Disposable Objects Not Being Disposed.
    » Bug Fix: Fixed Updater Version Check.
    » Bug Fix: Environment Rename No Longer Accepts Illegal Characters.
    » Bug Fix: New Environment No Longer Accepts Illegal Characters.
    » Bug Fix: New Package No Longer Accepts Illegal Characters.
    » Bug Fix: New Class No Longer Accepts Illegal Characters.
    » Bug Fix: Fixed Selection Instance Highlight.
    » Bug Fix: Fixed Nested Block Comment Highlight.
    » Bug Fix: Fixed 'auto' Not Being Highlighted.
    » Bug Fix: Fixed 'classgroup' Not Being Highlighted.
    » Bug Fix: Fixed 'dependson' Not Being Highlighted.
    » Bug Fix: Fixed 'cpptext' Not Being Highlighted.
    » Bug Fix: Fixed 'structdefaultproperties' Not Being Highlighted.
    » Bug Fix: Fixed 'structcpptext' Not Being Highlighted.
    » Bug Fix: Fixed 'hidecategories' Not Being Highlighted.
    » Bug Fix: Fixed 'dependson' Not Being Highlighted.
    » Bug Fix: Fixed 'implements' Not Being Highlighted.
    » Bug Fix: Fixed 'begin:' Not Being Highlighted.
    » Bug Fix: Fixed '#exec' Not Being Highlighted.
    » Bug Fix: Fixed 'ignores' Not Being Highlighted.
    » Bug Fix: Fixed Case Insensitive Search.
    » Bug Fix: Fixed UTF8 Encoding To ASCII.
    » Bug Fix: Fixed 'Minor' Version Checking.
    » Bug Fix: Fixed 'Revision' Version Checking.
    » Minor Fixes And Tweaks.


    (1.2.3)
    » New Feature: Crash Handler.
    » New Feature: Documentation (Help>Documentation).
    » New Feature: Troubleshooting (Help>Troubleshooting).
    » Improvement: User File Security Improved.
    » Bug Fix: Options' User Interface Visual Bug.


    (1.2.0)
    » New Feature: Save Open Documents On Build.
    » New Feature: Show Start Page.
    » New Feature: Full Window Theme.
    » New Theme: Full Window Theme (Beta).
    » Bug Fix: Fixed Undetected Compile Error.
    » Bug Fix: Fixed 'Find' Not Working Properly.
    » Bug Fix: Fixed 'Replace All' Not Working Properly.
    » Bug Fix: Fixed Code Generation Typo.
    » Bug Fix: Fixed Number Highlighting.
    » Bug Fix: Selection Highlight Not Working Properly.
    » Minor fixes and tweaks.


    (1.1.0)
    » New Feature: Find.
    » New Feature: Find&Replace.
    » New Feature: Block Comment Folding.
    » New Feature: Brace Folding.
    » New Feature: Project From Source (creates a project from a source folder).
    » New Feature: Virtual Space.
    » New Feature: Word Wrap.
    » New Feature: Custom Highlight Colours.
    » New Feature: Selected Text Highlight.
    » New Keybinding: (Ctrl+H) Find&Replace.
    » New Keybinding: (Ctrl+F) Find.
    » New Keybinding: (Ctrl+A) Select All.
    » New Keybinding: (Ctrl+Q,S) Show Solution Explorer.
    » New Keybinding: (Ctrl+Q,O) Show Ouput.
    » New Keybinding: (Ctrl+Q,P) Show Problems.
    » New Keybinding: (Ctrl+M,L) Expand All Foldings.
    » New Keybinding: (Ctrl+M,O) Collapse All Foldings.
    » Bug Fixed: Fixed Updater Offline Crash.
    » New Theme: Fixed Default Theme.
    » Minor fixes and tweaks.


    (1.0.0)
    » First Release.
    » Updater.
    » Unreal Support.
    » Unreal 2 Support.
    » Unreal Tournament Support.
    » Unreal Tournament 2003 Support.
    » Unreal Tournament 2004 Support.
    » Unreal Tournament 3 Support.
    » Unreal Development Kit Support.

    #2
    function list? bookmarks? code folding? selected-word in-text-highlight-binding?

    what advantages in compare with notepad++ ?

    Comment


      #3
      Advantages:
      » 1 Click compile;
      » Problems List (Clicking on a problem takes you to the file and line);


      Next Version:
      » Code folding;
      » Solution Creator (Creates a solution from a Source folder);
      » Possibly auto completion;
      » Selected word highlight (Highlights all instances of the word in the open document);
      » Search (Back/Forward) and Replace (Next/All);
      » Solution Properties (Let's you change environment without having to create a new Solution);
      » And more to come.


      I didn't hurry to implement the features that will come because with the updater I can provide these features to the user quickly.

      Comment


        #4
        Originally posted by 100GPing100 View Post
        Advantages:
        » 1 Click compile;
        » Problems List (Clicking on a problem takes you to the file and line);
        you doing a good job, but both advantages can be maked in notepad++ using npp_exec plugin - make batch file(s) you want (delete old stuff, recompile) and assign this batch script to hotkey in notepad++ for fast compile)

        and this plugin have also console output filter, it allow to parse output so 1-click problem jumping even in not opened files. and problem highlighting by keywords. and warnings not showing by keywords.
        ---
        I will wait when you make debugger. WOTGreal good debugger but have some bad realized features.
        1. Breakpoints can be set only during active debug session
        2. values cant be changed, only showing

        I recommend you to look at sourceforge.net "Unreal Debugger" project with open source. It have nicely looking editor and good debugger wich allow do edit, not only show.

        BUT it always hang-up. so WOTGreal is best debugger for unreal engine 2.5 for now.

        Comment


          #5
          I can't wait to make the debugger, I think it will be a fun part of the development (not that the rest isn't fun ).

          Another thing I am considering to make is my own compiler, the compiler for UE has some bugs and writing my own compiler would allow me to implement code regions (and treat unknown property in defaults as a warning for the engines previous to UE3).

          Comment


            #6
            I recommend you drop that compiler thought immediately. The UnrealScript compiler is deeply integrated into the engine. In fact, you can't parse UnrealScript code correctly in all cases if you don't have the engine running and know about its internal, native-only classes. Sure, you can get close (UnrealScript IDEs do it), but a compiler must be precise.

            Comment


              #7
              As Wormbo said, drop the compiler idea, it will take you years to research, figure and implement such a big task. Just researching the .u package's structure alone took me hundreds of hours alone, let alone write it and parse every UnrealScript class just so you can give some warnings? It's better to just make an UnrealScript parser and provide live or compile-time warnings on top of the engine's warnings. Wormbo has already written a good UnrealScript parser so consider asking him for it to speed up.

              Comment


                #8
                I won't write the compiler then. An interpreter was already on the list (for Intellisense) and I already have code from an old project.

                Comment


                  #9
                  Hi guys.
                  Wormbo has already written a good UnrealScript parser so consider asking him for it to speed up.
                  Wormbo, Eliot, can you please give more explanation about this?

                  UnrealScript parser? where it can help? the idea of using it? Package Explorer-script decompiler? or some other interest ideas?

                  Comment


                    #10
                    Originally posted by Dave_Scream View Post
                    Hi guys.

                    Wormbo, Eliot, can you please give more explanation about this?

                    UnrealScript parser? where it can help? the idea of using it? Package Explorer-script decompiler? or some other interest ideas?
                    A parser is what Text Editors use to read languages such as UnrealScript, this is useful to find declarations of functions, variables, defaultproperties, and many other things. Wormbo has made an UnrealScript parser so he could generate the UnrealWiki classes pages you've probably already stumbled on.

                    Comment


                      #11
                      okay thanks

                      Comment


                        #12
                        Originally posted by Eliot View Post
                        It's better to just make an UnrealScript parser and provide live or compile-time warnings on top of the engine's warnings. Wormbo has already written a good UnrealScript parser so consider asking him for it to speed up.
                        It wasn't that good, actually. There's a difference between a parser that grabs declarations from correct (copmpiler-approved) sources and a parser that detects programming errors in incomplete source code. In fact, my wikifier is based on a parser that will not work with standards UE3 UnrealScript code unless it is exported code (which wouldn't compile, or at least not correctly). The other parser I created was for a jEdit plugin, but wasn't very reliable either and also couldn't really handle UE3 code.

                        Comment


                          #13
                          Originally posted by Wormbo View Post
                          It wasn't that good, actually. There's a difference between a parser that grabs declarations from correct (copmpiler-approved) sources and a parser that detects programming errors in incomplete source code. In fact, my wikifier is based on a parser that will not work with standards UE3 UnrealScript code unless it is exported code (which wouldn't compile, or at least not correctly). The other parser I created was for a jEdit plugin, but wasn't very reliable either and also couldn't really handle UE3 code.
                          From what I recall regarding the code from my old project it shouldn't support UE3. Is there a page on Unreal Wiki with information on the differences between Unreal Script (UScript) in UE3 and the other versions? (or with information on UScript for UE3)

                          Comment


                            #14
                            The main difference is the built-in preprocessor. It allows you to write code that compiles differently based on which mode (debug, release, final release) and preprocessor constants you set. This may be useful, but it adds another layer to your parsing process.
                            IMHO preprocessors are an outdated technology. Modern high-level languages like C# may have similar constructs (regions, compiler constants, conditional compiling), but they are actually defined as part of the language and mostly implemented using the means the language provides (e.g. via the ConditionalAttribute), not something that was tacked-on later.




                            </rant>

                            Comment


                              #15
                              The update 1.1.0 is almost ready to be released, I only need to finish part of the User Interface (UI) for the Search&Replace dialog and it's ready to go.
                              Right now it's a bit late, so I'm going to sleep, and tomorrow I have school in the morning, therefore the update is to be released from 12:00 to 16:00 (UTC). The exact time depends on the time I spend testing the new features for bugs.

                              A complete change log will be made available when the update is released.

                              Comment

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