157 lines
6.8 KiB
Text
157 lines
6.8 KiB
Text
Eclipse plugin changelog
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2.0.2
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* Added the #ifver and #ifnver to the recognized WML
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* Fixed the coloring of the #else keyword
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2.0.1
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* Fixed the ``WML Tools" menu not appearing on the projects context menu.
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* Fixed the highlighting of the #endif preprocessor define.
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* The projects cannot be created anymore until a default is created and selected
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in the wizard.
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* Changed the directory where the IDE stores its cache to: ``$home/.wesnoth_umcide".
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* The path for the Wesnoth binary is now automatically set correctly when using Mac OS X.
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2.0.0
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* The standalone version now has all the proper save/new/undo/redo
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buttons in the menus.
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* Added support for multiple wesnoth installations. This
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allows the user to have UMC for different wesnoth version at the
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same time in the workspace.
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* Added a new property page for Wesnoth projects, that allows
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one to select what wesnoth install that project use.
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* Added the "Wesnoth Addons" view, which allows users to browse
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through the existing addons on any wesnoth addon server and
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download them ( and optionally create them as projects in the workspace).
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* Each wesnoth projects now has attached a folder that points to the
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wesnoth ``data/core" directory.
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* The required Xtext version has been raised to 2.0.0
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* The required Eclipse version has been raised to 3.7 ( Indigo )
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* Improved the content assist for:
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- variables
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- events
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- tags & keys - now the lua defined tags and keys are recognized
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and suggested to the user
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* The wesnoth wizards are now available directly from the ``File" -> ``New" menu.
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* The standalone version can be updated via the ``Help" -> ``Check for Updates".
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* Eclipse update site has moved to ``http://eclipse.wesnoth.org/updates"
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1.0.3
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* Fixed bug #18080
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* Fixed bug #18076
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* Fixed bug #18025
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1.0.2
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* Fixed bug #17875 - Wesnoth projects is blank unless right-clicked
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* Fixed bug #17882 - UTF-8 files with BOM not supported
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* Fixed bug #17390 - Wesnoth menu doesn't appear
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1.0.1
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* The plugin has it's own webpage: http://eclipse.wesnoth.org
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* Created the standalone version of the plugin. It is available on plugin's webpage.
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* Fixed the file associations for .map files. Now the game editor will be the default one.
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* Optimized the building by not reloading the macros cache if no config files have been modified.
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* The plugin is now signed.
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* Enhanced the documentation.
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* Added tooltip to each preference in preferences page.
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* Added marker support when checking with wmllint and wmlscope. The markers will appear
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in each file, at the reported line and in the Problems Pane (usually the one under the editor)
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* The user is asked at the workspace setup phase whether to create or not projects for
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mainline projects
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* Fixed a problem when an empty project won't open after creating it.
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* Fixed bug #16602.
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* Fixed bug #16984 - The path for python executable can now be set via preferences page.
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1.0.0
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* Fixed a problem in cases when the workbench isn't started and the
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welcome message would have caused error starting the plugin
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* Now it's possible to use a wesnoth project without the 'build.xml' build files.
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If the build.xml file is missing the user can 'regenerate' it by using the
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project's context menu. A file without 'build.xml' is considered to be
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a data/campaigns/ project
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* Added 'Advanced Preferences' preferences page.
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* Removed the User Addons project
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* The 'Setup workspace" action will create a project for each existing
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data/campaigns/ campaign and for each directory in 'useraddons/data/add-ons'
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* Wesnoth projects building was improved by:
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- removing some unused properties
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- caching of preprocessed files. Files that already have been preprocessed will be skipped.
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- the project macros are read only at the end of the build
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* The *.map files are opened automatically in the game map editor
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* The grammar was updated so the editor will support a broader variety of wml code.
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Even though, the current grammar has 2 unsupported WML Constructs:
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1) Attributes with the key name as a macro: (an example: Dead Water campaign/utils/dw-utils.cfg:70)
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{name}=id
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2) Unterminated/unstarted tags. This is used sometimes in macro definitions.
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(example: Delfadors Memoirs/scenarios/09_Houses_of_the_Undead.cfg, the first 2 macros defined)
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#define macro_start
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[unit]
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id=myunit
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#enddef
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...
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#define macro_end
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[/unit]
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#enddef
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As a resolve to this issue you could write/re-write the macro so instead of having 2 macros
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you would have only one + 1 extra argument that will represent the content replaced in between
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* When there are tags that need to be closed, when the user types: '[/' the last
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unclosed tag will be closed automatically
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* The user can specify whether the new project wizard should create the files:
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'_server.pbl' and 'build.xml'
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* Added the 'Wesnoth project' View specialized for viewing wesnoth projects
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* Added wizard for new wesnoth config file (.cfg)
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** Helpers**
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- pressing F2 on different wml elements, brings up the WMLDoc:
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- macros - will display its name, definition and arguments
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- tags - will display a description for the tag
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** Navigation - Used with F3 or CTRL+CLICK **
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- map location - opens the map in the editor
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- macro calls - goes to macro definition
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** Autocompletion **
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* We now have priorities, so more important stuff is shown first. Currently
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the following order is in place: key values > key names > tags > macro calls
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- tag names
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- mandatory tag keys are automatically added for each auto-completed tag
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- key names
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- macro calls
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- key values: enums, scenarios
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0.2.1
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* The workspace setup is done automatically on plugin start (first usage of it's features)
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* Faster launching of campaign/scenario due to some enhancement in the wmlparser
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* The plugin will autocomplete the paths for wesnoth if it's installed on its default location
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* The logs will be placed in <temp>/wesnoth_plugin/logs and will have the name based only on current time
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* New preferences pages for 'Addon uploader' and 'WML Tools' were added
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* Fix collision between files with the same name by preprocessing them in separate directories
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0.2.0
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* updated the editor to xtext 1.0.0
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** Wizards **
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- era
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- faction
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- dynamically generated wizards for every tag, based on wml schema
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** Menus **
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- added wmlscope, wmlindent on preprocessor menu
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- open campaign/scenario in game
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- open the game
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0.0.1
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* Misc
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- created the TemplateProvider that manages the templates
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for various file types
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- created the Preferences page for plugin related preferences
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- added the update site for the plugin (http://eclipse.wesnoth.org)
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** Wizards **
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- campaign
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- scenario
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** Menus **
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- Opening the editor
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- Importing wesnoth map
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- Open selected map in the map editor
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- Open selected scenario in game
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- Run wmllint on different files and see the output
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- See preprocessor output for different files
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