Thursday, July 31, 2014

FMod - Editable Dependency Files

It's official: all features that are going to appear in Abiathar v2.0 have been completed and are in testing. Once I get some feedback from Gridlock (or even if I don't soon), I will begin the probably large documentation update required.

I completed the New Project Wizard refactor I mentioned a while back, creating a function to save the tab's data to the dependency file and approve the move-next command. The Back button is no longer a giant crash bug, and appears to be stable and predictable.

Relatedly, there is now an option to modify the dependency file in-editor! It's called "Project Settings" under Edit, and it produces a pre-filled, slightly renamed version of the New Project Wizard. It's all the same procedures, of course, just all marked visited so that it's loaded from the existing dependency file. The menu option actually just closes the original file, modifies an in-memory copy, takes advantage of the new unified loader to open it, and performs a variable shell game to get it associated with the old path. I was careful to not immediately save the modified file so the user can close without saving to undo it.

Finally (topically but not chronologically - Hebrew style!), the Level Inspector's report has been given an actual GUI. Previously, it just threw up a standard message box with each issue on one line. Now, I have a form containing a list view control, which lets the user sort by importance or name - and scroll, which is important if there are a lot of problems (previously, the box could be so tall that the buttons were off the screen). I even added a button to export the report as a text file.


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