UnrealScript IDE mainly adds better auto-completion features to Sublime Text 2 for UnrealScript and a goto declaration command.
-
Dynamic, intelligent auto-completion
- parameter hints
- display documentation when you need it
- completions feel like the great Sublime Text 2 snippets
- get other completions depending where you are typing (e.g. in the defaultproperties block you only want to get variables)
-
Go to declaration and back again
- use F10, alt + left click, right click menu, via 'Goto' -> 'UnrealScript Goto Declaration' or search in the command palette to go to the declaration of the currently selected word
- 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.
- Object-oriented goto declaration (pressing it over controller.GetPlayerViewPoint(a, b) will take you to the declaration of GetPlayerViewPoint in Controller)
-
Syntax highlighting
-
Build system
- use Ctrl + B, F7 or search in the command palette to build your game
- 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 witch map to open
- chose between Standalone or a Server and 2 Clients
- you can specify additional startup settings
-
Various useful Snippets
-
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...
-
Object-oriented auto-completions
- if you write e.g. "Controller." you'd want to see it's methods, functions and variables. Currently this doesn't work.
-
Object-oriented goto declaration command
- typecasting e.g. Actor(Pawn). and super(className). are not supported yet
-
Add support for enumerations, structs and CONST
-
Your suggestion here?
- You can suggest features, report bugs and vote for features on this site here: UnrealScript IDE - Userecho
Very easy with Package Control right inside Sublime Text 2 (Package Control needs to be installed):
- Ctrl + shift + P
- Search for "inst", hit enter
- Search for "UnrealScriptIDE", hit enter
For a more in detail explanation visit the wiki: https://github.com/Zinggi/UnrealScriptIDE/wiki/Getting-Started
Manually (not recommended):
- Clone or download this package
- Put it into your Packages directory (find using 'Preferences' -> 'Browse Packages...')
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/)
Please refer to the wiki: https://github.com/Zinggi/UnrealScriptIDE/wiki
All credits for various Snippets (and also for the old (now unused) Syntax highlighting file) goes to Michael Alexander. Thanks! All credits for Syntax highlighting in UnrealScript files goes to Rokit and Eliot. Thanks! Credits for Syntax highlighting in Log files goes to Rokit. Thanks!
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 '.' and '('
[
{
"characters": ".(",
"selector": "source.unrealscript"
}
],
"auto_complete_delay": 0,
"auto_complete_commit_on_tab": true, // I prefer 'tab' to 'enter'
}
UnrealScript Auto-complete Plug-in for Sublime Text 2 Copyright (C) 2013 Florian Zinggeler
This 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 http://www.gnu.org/licenses/.