wesnoth/utils/umc_dev/changelog

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