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Feature: "externalCommand" for Torque3D. #41
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Shouldn't this be part of the Telnet debugger? |
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It is not really the same thing. P.S. "Telnet debugger" is not that stable as I want it to be, and I rarely use it tbh.. And with complex projects (as our is) Torsion sometimes goes crazy when debugging scripts and tries to use built-in "script reload" feature. |
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Have done it a week or so ago. |
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@just-bank How do you feel about these changes? Still want them reviewed and merged? Is is useful for anything but Torsion? Is there a better solution? For example, there's a resource by Dan Keller to automatically reload scripts that are saved while the engine is running. Wouldn't it have the same effect? |
I really don't like this, as I (and I believe a lot of others) do save often during typing, even when the part of code is not finished, and it will give errors during exec. We at Dedicated Logic use that externalCommand a lot, and I believe it can give some benefit to others. We can vote - do we include this or not into the repo. |
See comments in game/tools/main.cs for description.
Any IDE that can edit scripts and have ability to run custom commands can use this. |
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I guess I don't have a problem with this in principle. |
A new feature for Torque3D: "externalCommand".
How to use "externalCommand" it in Torsion:
(instructions for other IDE should be similar)
Title: &Reload current script
Command: $(ConfigExe)
Arguments: externalCommand 1 $(FilePath)
Initial Directory: $(ProjectWorkingDir)
Press OK
Now you can reload the currently-edited script directly from Torsion with two mouse-clicks!
Click Tools, then Reload current script.
See comments in Templates/Full/game/tools/main.cs for more examples.
As a protection (for shipped games), the ectual execution is wrapped with TORQUE_SHIPPING and the scripted function "parseExternalCommand" is placed under "tools" folder.