All notable changes to the "rgss-script-editor" extension will be documented in this file.
- Removed unnecesary refresh call on the editor section expand/collapse callbacks
- Script reveals on the editor view should be faster now on projects with many subfolders in depth
- Removed work-around to reveal editor section with 3 levels of depth or more
- Tree data item not found errors when revealing script sections on the script editor view
- Added configuration to change the log files path
- Moved all the extension's files and folders inside a parent folder to make it tidier
- The script loader is now re-created when the game log file path is changed
- Drag and drop sections (folder/scripts) on the VSCode editor
- You can drop sections from the extension's tree view directly on the editor
- When a folder is dropped it will open all sections inside recursively
- You can drop sections on different columns
- You can drop sections from the extension's tree view directly on the editor
- Compile enabled scripts using a keybind
- You can use a keybind (CTRL+F5 by default) to quickly compile the current enabled scripts
- The bundle file name is set to Scripts to match the RPG Maker bundle file name
- You can use this to automatize the creation of a bundle file for game distribution.
- Copy and paste sections on the extension's tree view
- You can copy any section on the tree view
- Copied folders will keep all child sections
- All sections will be saved in the clipboard
- Paste any saved section on the clipboard anywhere on the tree
- Pasted sections will make sure not to overwrite existing sections with the same name
- You can copy any section on the tree view
- Load order file uses the user selected EOL characters when created
- Extension shows an error message when it is not possible to move sections
- Fixed an issue reveal script on the tree view
- Due to VS Code limitations, the reveal depth allows up to three levels
- The reveal operation failed when the script is more deep than three levels
- Due to VS Code limitations, the reveal depth allows up to three levels
- Fixed a problem when collapsing and expanding folders
- The extension did not update the collapsible status of the folder
- When the tree was refreshed, the collapsible status was reset to the default state
- The extension did not update the collapsible status of the folder
- Changed debug to file option default value to false
- Avoids unnecesary file write calls
- Users can enable it manually when reporting bugs
- The extension now automatically re-creates the script loader every time the user opens a folder if the scripts are already extracted
- It is recommended to leave it active, so the extension can update the script loader between updates.
- Optionally, it can be disabled, but the user will have to update the script loader manually with the corresponding command.
- Added run game behavior option
- The user can choose how the extension behaves when trying to launch the game again.
- You can choose between the following behaviors:
- Nothing: Does nothing, this how RPG Maker behaves (default)
- Kill and Run: Kills the current game process and runs it again
- Allow Multiple: Allows the user to start more than one game process at the same time
- Added files EOL (End-of-File) option
- Scripts are now created with the appropriate EOL characters
- You can force the extension to use a specific EOL type (LF, CRLF)
- You can also let the extension determine the appropriate EOL automatically
- This is based on the operating system
- Import scripts from bundle files
- You can import all scripts inside an RPG Maker scripts bundle file
- Optionally, you can allow whether to overwrite existing scripts or not
- Added a file system watcher to detect the output file the game creates when an exception kills the game
- In previous versions, the extension processes the game exception only it the game was launched from VS Code
- If the extension is running. you can launch the game out of VS Code, and it will process the game output file
- Added a new command to reveal a script or folder on the operating system file explorer
- Available in the context menu when selecting a script or a folder in the script editor view
- Added the possibility for developers to reload scripts on runtime (EXPERIMENTAL)
- The script loader will load scripts again if a ResetLoader exception is raised
- You can raise this exception anywhere on your code
- The extension now gets the appropriate game process PID instead of the shell process PID
- The game processes are now properly killed when closing VS Code or switching between projects
- Fixed game process Errno::EBADF exceptions
- Errno::EBADF was raised sometimes on RPG Maker VX Ace projects
- The game fails to redirect output to the console output
- Output is redirected to the null device if this happens to avoid crashes
- Errno::EBADF was raised sometimes on RPG Maker VX Ace projects
- Changed extension's auto process game error option
- If enabled, the extension will automatically show the exception without asking the user to peek the backtrace
- If disabled, it will ask the user before showing the exception information.
- Renamed some commands to make them clearer
- Improved the README file
- Fixed toggle section command not toggling the tree item with right click
- Toggling a section with the context menu (right click) did not work if a section was selected on the tree
- A new command to create a bundle file from the current selected editor sections on the tree view
- You can select any group of sections on the tree view and create a bundle including only those sections
- Sections will be included whether they are enabled or disabled
- Modified create bundle file and create backup bundle file commands to adapt it to the new feature
- Renamed Create Script Loader command
- Extension is now able to create a script tree and load order from a bundled scripts data file
- Only bundled scripts data files created by this extension are supported
- You will be able to restore the tree easily in case it was overwritten
- Allows the user to quickly create a back up file of the current enabled scripts in the tree
- This process is the same as creating a bundle file but does it automatically
- All backups are stored with a time stamp
- Avoid creating empty backup files of the bundled scripts data if invalid
- 'Invalid' means that only the script loader was inside of the bundled data file
- Bundle creation now allows to overwrite an existing file
- Modified some logging information to make it clearer
- Fixed folder recognition to avoid empty filesystem entries to be recognized as valid folders
- Reworded the description of the extension settings
- Removed an unnecessary load order refresh call
- Added a warning when deleting sections
- Bundle file created file extension is now automatically appended based on the RGSS version
- Changed save dialog default uri to the project's folder when creating a bundle file for convenience
- Added the possibility of modifying the Wine command for Linux users
- Turned Wine setting from a checkbox into an inputbox
- Cleaned the extension's output folder to ensure compatibility with case sensitive file systems
- Added an information window when a workspace with more than one valid folder is opened.
- Game exceptions are now displayed with a timestamp of when they occurred.
- Game exceptions are now correctly written to the output file.
- Script loader was writing serialized data in non-binary mode
- Added a submenu in the script editor view with some useful commands
- You can create sections now with an empty script editor tree
- Logger output channel language id was changed to 'log' to support highlighting
- Logger is now properly disposed when extension is deactivated
- Extension now provides a output channel to write log messages
- Avoid the extension to restart when a configuration value changes.
- When changing the relative path to the extracted scripts folder, a restart will still trigger to refresh the tree view
- Avoids extension restarting when an unknown configuration changes
- More invalid characters that crashes the game
- Avoid unnecesary refresh calls when file system watcher creates an existing editor section
- RPG Maker XP not skipping ignored script files
- Invalid characters shown on user input window
- Initial release