https://github.com/Zinggi/UnrealScriptIDE
Auto-completion, Syntax Highlighting, Go to Declaration, Build and Run and more..
https://github.com/Zinggi/UnrealScriptIDE
autocompletion ide sublime-text udk ue3 unrealscript
Last synced: 2 months ago
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Auto-completion, Syntax Highlighting, Go to Declaration, Build and Run and more..
- Host: GitHub
- URL: https://github.com/Zinggi/UnrealScriptIDE
- Owner: Zinggi
- License: other
- Created: 2013-01-29T20:03:20.000Z (over 12 years ago)
- Default Branch: master
- Last Pushed: 2018-08-30T20:02:42.000Z (almost 7 years ago)
- Last Synced: 2024-11-10T14:42:26.610Z (8 months ago)
- Topics: autocompletion, ide, sublime-text, udk, ue3, unrealscript
- Language: Python
- Homepage:
- Size: 1.91 MB
- Stars: 91
- Watchers: 18
- Forks: 19
- Open Issues: 3
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
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README
UnrealScript IDE Plug-in for Sublime Text 2/3
===========================UnrealScript IDE adds many features to Sublime Text 2/3 that you'd expect from a good UnrealScript IDE.
Fully featured object-oriented auto-completion, go to declaration, syntax highlighting, build and run, snippets and some more to name a few...
Features
------------* **Dynamic, intelligent auto-completions**
* fully object-oriented completions
* context sensitive completions (e.g. in the defaultproperties block you only want to get variables)
* content assist. You wont have to open the editor anymore to search for asset names.
* parameter hints
* display documentation when you need it
* completions feel like the great Sublime Text 2/3 snippets* **Go to declaration and back again**
* object-oriented go to declaration (pressing it over controller.GetPlayerViewPoint(a, b) will take you to the declaration of GetPlayerViewPoint in Controller)
* go to the declaration of the currently selected word via F10, alt + left click, right click menu, 'Goto' -> 'UnrealScript Goto Declaration' or search for it in in the command palette
* when browsing in the declarations you can always return to your starting position by using one of the above keys when nothing is under your cursor.* **Debugger**
* UnrealScript IDE comes with [UnrealDebugger](https://code.google.com/p/unreal-debugger/) integrated.
* You can set breakpoints directly inside Sublime Text 2/3
* [more information](https://github.com/Zinggi/UnrealScriptIDE/wiki/Usage#debugger)* **Syntax highlighting**
* For .uc files and .log files* **Build system**
* to build your game use Ctrl + B, F7 or search for it in the command palette.
* if the build contains errors, the error log will be opened, allowing you to navigate to your errors quickly.
* if the build was successful, the game will start* **Launch Game**
* quickly open the game with your last configuration
* you can chose which map to open
* chose between Standalone or a Server and 2 Clients or add any other configuration you might like
* [more information](https://github.com/Zinggi/UnrealScriptIDE/wiki/Usage#launch-game)* **Various useful Snippets**
* predefined Snippets for standard classes, and language features such as defaultproperties* **Add bookmarks to your comments**
* to add a bookmark write your comments like this: // ! text or /** ! text*/
* navigate to them quickly via Ctrl + R* **More coming...**
Planned
------------* **Add support for enumerations**
* **Your suggestion here?**
* You can suggest features, report bugs and vote for features on this site here: [UnrealScript IDE - Userecho](http://unrealscriptide.userecho.com/)Installation
------------
**Very easy with [Package Control](http://wbond.net/sublime_packages/package_control) right inside Sublime Text 2/3 (Package Control needs to be installed):**1. Ctrl + shift + P
2. Search for "install", hit enter
3. Search for "UnrealScriptIDE", hit enterFor a more in detail explanation visit the wiki: https://github.com/Zinggi/UnrealScriptIDE/wiki/Getting-Started
**Manually (not recommended):**
1. Clone or download this package
2. Put it into your Packages directory (find using 'Preferences' -> 'Browse Packages...')**please note:**
----------------
UnrealScriptIDE will **only** work properly if you add the **Src** folder as a project.
To do so, goto 'Project' -> 'Add Folder To Project...' -> add the Src folder (/UDK/UDK-201*-**/Development/Src/)Usage
----------------
Please refer to the wiki: https://github.com/Zinggi/UnrealScriptIDE/wiki------------
All **credits** for [UnrealDebugger](https://code.google.com/p/unreal-debugger/) goes to **[Carlos Lopez](https://code.google.com/u/105243014413414365723/)**. Huge Thanks!
All **credits** for various Snippets (and also for the old (now unused) Syntax highlighting file) goes to **[Michael Alexander](https://github.com/beefsack)**. Thanks!
All **credits** for Syntax highlighting in UnrealScript files goes to **[Rokit](https://github.com/rokit)** and **[Eliot](https://github.com/EliotVU)**. Thanks!
**Credits** for Syntax highlighting in Log files goes to **[Rokit](https://github.com/rokit)**. Thanks!If UnrealScriptIDE is helpfull to you, please consider making a donation. (Especially when you're using it commercially)
[](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=XT5LYESK99ESA)
[](https://www.gittip.com/Zinggi/) **Thanks!**My auto-complete settings
------------
Here are some relevant settings for auto-completion that I've found quite helpful:{
"auto_complete_with_fields": true, //this allows auto-completion inside snippets.
"auto_complete_triggers": //this activates auto-completion on '.'
[
{
"characters": ".",
"selector": "source.unrealscript"
}
],
"auto_complete_delay": 0,
"auto_complete_commit_on_tab": true, // I prefer 'tab' to 'enter'
}* * *
License
------------
UnrealScript IDE Plug-in for Sublime Text 2/3
Copyright (C) 2013 Florian ZinggelerThis program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.You should have received a copy of the GNU General Public License
along with this program. If not, see .