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Change Log

All notable changes to this extension will be documented in this file.

Check Keep a Changelog for recommendations on how to structure this file.

[1.6.0]

Improve

Fixed

  • Regression in previous release caused problems with code completion on non-Windows platforms with x86_64 CPU. At one place, we mistakenly treated them as win64. Fixed now.

[1.5.0]

Fixed

Target OS calculation (used for CodeTools, FPC, build tool) was broken on Windows, now fixed.

  • Details: due to mistake, we always used NodeJS win32 instead of differentiating between 32-bit and 64-bit Windows, which means we should use win32 for 32-bit Windows and win64 for 64-bit Windows. CodeTools, FPC, build tool assume you make this differentiation, so use win32 really only for 32-bit Windows.

  • This could result in "jump to declaration" and other CodeTools features not working properly on WindowsV -- as we had invalid OS/CPU combination for CodeTools.

[1.4.2]

  • Another minor update of dependencies, use vsce 3.6.2.

[1.4.1]

[1.4.0]

Improved

  • Underlying extension source code has been converted to TypeScript.

    • This will allow us to extend the extension in the future more easily, as type annotations and other TypeScript features help us catch errors earlier.
    • Please note that it implies rather significant code change. As always we appreciate if you report any bugs.
  • Our "debug provider" is now registered in a more reliable way. Usage (instructions below are also repeated in the README):

    • Switch to the "Run And Debug" panel.
    • Use the "Run And Debug" button (if this button is shown in the panel).
      • Choose "More Debug Castle Game Engine Project options...".
      • Choose "Debug Castle Game Engine application (application name)".
    • Or use the combo box with debugger choices, if that's shown in the panel.
      • Pick "Debug Castle Game Engine Project" there.
    • Open some Pascal file (any unit .pas or main program like .dpr or .lpr) if options above don't show the "Debug Castle Game Engine Project" option.

[1.3.1]

Fixed

  • Fixed finding fpc on $PATH (if it wasn't configured).

[1.3.0]

Improved

  • The FPC, Lazarus and Castle Game Engine paths are now passed to the underlying build tool (executed when you press e.g. "Compile" or "Run").

    This means that VS Code configuration is used by the build tool better:

    • FPC exe location is not only for pasls (code completion) anymore. Now it affects the compiler used by the CGE build tool too, which makes sense, it allows user to configure "FPC for everything" from VS Code settings. We do this by prepending FPC location to PATH.

    • Lazarus location is also known to the build tool. This is useful if you build a project with build_using_lazbuild="true" in CastleEngineManifest.xml. We do this by prepending Lazarus location to PATH.

    • CGE location is passed to the build tool. This means that build tool for sure knows the same CGE location as was set in VS Code. We do this by setting CASTLE_ENGINE_PATH environment variable when executing the build tool (regardless if it was or not set for VS Code process).

    Underlying code was refactored, it is also simpler and does less work under the hood. Previous code was sometimes executing build tool / FPC to query for some paths multiple times and/or when it was not necessary.

[1.2.3]

Improved

  • Better PP configuration option description (see this thread).

[1.2.2]

Improved

  • Show how to learn engine path in README.

[1.2.1]

Improved

  • Improved auto-detection on macOS (Darwin) (thank you to Jan Adamec):

    • Auto-detect FPC sources in /usr/local/share/fpcsrc (if FPC is installed using the default installer on macOS).

    • Auto-detect Lazarus sources in /Applications/Lazarus.

[1.2.0]

Fixed

  • Important fix to pass engine path properly to the LSP (pasls) when the engine path has been configured as VS Code extension setting.

    Previously, our VS Code extension only worked if you had set CASTLE_ENGINE_PATH environment variable... which was not our intention, this was just a bug. To be clear, we work a lot to not require regular users from ever setting CASTLE_ENGINE_PATH environment variable (or any other environment variable, for that matter, like PATH). Because setting environment variables, in a way that is applied to all applications run in any way (also e.g. GUI applications not run from a shell), and on all operating systems (Windows, Linux/FreeBSD, macOS)... is not that trivial, as experience shows.

[1.1.1]

Fixed

  • Fixed various settings descriptions.

[1.1.0]

Fixed

  • Fixed code-completion, in particular when using on Linux with FPC bundled with CGE. Details:
    • Fixed searching for standard FPC units (active on all platforms now).
    • Fixed searching for FPC sources (try "FPC bundled with CGE" on all platforms now).

[1.0.0]

Improved

[0.0.8]

Fixed

  • Streamline LSP description in README.

[0.0.7]

Fixed

  • Activate on Pascal files, to provide code completion using our LSP server even when not inside CGE project.

[0.0.6]

Fixed

  • Useful extension settings (properties) order.

[0.0.5]

  • Add catagories.

[0.0.4]

Fixed

  • Do not show CGE buttons for non-CGE projects.

[0.0.3]

Added

  • Basic support for multi-root workspaces: we will work in one folder that has CastleEngineManifest.xml.

[0.0.2]

Changed

  • Improved / simplified README.
  • Changed various internal names to castle-engine instead of castle-game-engine -- simpler and more consistent with our domain.
  • Changed debugger name cgedebug -> castleDebug.

[0.0.1]

  • Initial release.