schM0ggi
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- #21
Once again, thanks for your contribution. Hope you can spread the usage of your awesome plugin. I am planning to go 100% with my project in the next months and I'm thrilled to be working on it with VS and your plugin.
Idea:
To complement your new "create a bundle from only selected sections" function, any chance you could implement a general function to "deselect" and "select" marked sections? Perhaps in the context menu when doing a right click? So one could activate/deactivate the load status of several scripts with only one click instead of clicking on each one manually. Or is there already such a function? In that case, I'm blind .
SnowSzn
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- #22
schM0ggi said:
Once again, thanks for your contribution. Hope you can spread the usage of your awesome plugin. I am planning to go 100% with my project in the next months and I'm thrilled to be working on it with VS and your plugin.
Idea:
To complement your new "create a bundle from only selected sections" function, any chance you could implement a general function to "deselect" and "select" marked sections? Perhaps in the context menu when doing a right click? So one could activate/deactivate the load status of several scripts with only one click instead of clicking on each one manually. Or is there already such a function? In that case, I'm blind.
Hi good luck with your project!
About your idea, unless I broke it in the last update it should allow you to check/uncheck several scripts at the same time.
Try selecting a group and right click -> Alternate Section Load Status...
You can also use a keybind to do this, I believe it is F4 by default, unless I set it to F4 for myself
Last edited:
schM0ggi
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- #23
SnowSzn said:
Hi, unless I broke it in the last update it should allow you to check/uncheck several scripts at the same time.
Try selecting a group and right click -> Alternate Section Load Status...
You can also use a keybind to do this, I believe it is F4 by default, unless I set it to F4 for myself
Ah yes, you're completely right. F4 works and the "Alternate Section Load Status" is also there and does work. Must have overlooked it or haven't realized, the wording mean toggling the selection on/off.
SnowSzn
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- #24
schM0ggi said:
Ah yes, you're completely right. F4 works and the "Alternate Section Load Status" is also there and does work. Must have overlooked it or haven't realized, the wording mean toggling the selection on/off.
Yeah now that you said it the wording is a bit odd and not clear, I may change it to "Toggle Section/s Load Status On/Off..." or something like that and push a quick update
SnowSzn
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- #25
New version 1.2.1 released, changelog notes below.
[1.2.1] - 02/03/2024
Changed
- Renamed some commands to make them clearer
- Improved the README file
Fixed
- 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
catnip
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- #26
This is so cool, thanks!
Will this allow us to use breakpoints/debug from within VS Code? I’m so desperate to be able to use breakpoints in my VXA scripts lol
SnowSzn
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- #27
catnip said:
This is so cool, thanks!
Will this allow us to use breakpoints/debug from within VS Code? I’m so desperate to be able to use breakpoints in my VXA scripts lol
Hi, You're welcome!
Sadly no, I tried to add debugging support before but it is complicated to do so, mainly because debugging Ruby requires installing and using a gem, and RPG Maker does not allow requiring gems, also since the game is an executable I don't have the necessary skills to attach the debug to the process, but I'm open to other ideas/feature requests tho.
PS: The only attempt I know about adding debugging support is SES Debugger
catnip
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- #28
Ah, gotcha. Thanks for getting back to me! Really cool stuff
SnowSzn
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- Today at 1:17 AM
- #29
New version 1.3.0 released, changelog notes below.
Note: OpenVSX still has version 1.2.1 because there are some troubles with the servers and I could not push the new update, I'll release the new version there once the problem is fixed.
[1.3.0] - 20/06/2024
Added
- 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
Fixed
- 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
- 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.
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