I am curious as to what you guys edit your angelscript files in. I know that Urho3D generates an AngelScript.h file, that says it can be used for code completion. How do i enable this ?
Check this topic topic45.html. I can use the AngelScript.h to enable code completion on my Eclipse IDE too.
I use notepad++. I found a user defined language file for angelscript for syntax highlighting. I had to manually tweak the colors (I use a dark background, and that file assumes you use a white one). Doesn’t have code completion though, I’ll really have to look into eclipse for that. I find myself looking at the ScriptAPI page, using ctrl+f a whole lot.
One really nice thing about the editor is that it recompiles scripts on the fly when there are changes. You have to have something in the scene with a scriptinstance referencing your angelscript module. Then when any file used by that module changes, you will see a message in the editor’s console (F1). Either it will say the module compiled, or it will give you a nice error message, indicating the particular file, and line number.
So I have the editor with an open console on one screen, and notepad++ open on the other, and the moment I save in notepad++ I instantly get a message on the console if what I just did was valid or not. Instant feedback. Gotta love it. Plus it doesn’t matter what code editor you use.
Just remember you have to reference the right script file in a scriptinstance. Gotta reference the script file the module starts in, not the particular script file containing your class. I ran into trouble with that originally, and this post helped me fix it.