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BL3/WL support has been at the back of my mind ever since kicking off OpenBLCMM development. I'm not yet settled as to whether it should be a separate app entirely (forked from this repo) or if it should just be added in. I'd originally been thinking the former, but lately I've been talking myself into the latter.
I honestly don't think that adding 'em in would be too huge of a problem. There's various places which would have to understand UE4-style object names (like syntax highlighters, autocomplete providers, double-click-and-keyboard-select shortcuts, and syntax checkers), of course. We'd also have to come up with syntax for some of fancier BL3/WL hotfix types (like datatables, meshes, bytecode, etc). The "notify" flag would need to be a checkbox. If we implement #55, we'd need to ensure support for that as well. And, of course, this would require a different save-file format, which is something that we'd probably be addressing in #56 anyway. So, a fair bit to do, but it honestly doesn't seem that daunting to me.
One of the gaps, of course, and one which poses a slightly bigger problem, is Object Explorer data. unrealsdk has been humming along nicely, so I'm hoping we may be able to get sensible automated from-the-engine object dumps before too long. It'll be interesting to see what the data size for that stuff ends up being. Will it be prohibitively large for our current datapack format? Time will tell.
The text was updated successfully, but these errors were encountered:
BL3/WL support has been at the back of my mind ever since kicking off OpenBLCMM development. I'm not yet settled as to whether it should be a separate app entirely (forked from this repo) or if it should just be added in. I'd originally been thinking the former, but lately I've been talking myself into the latter.
I honestly don't think that adding 'em in would be too huge of a problem. There's various places which would have to understand UE4-style object names (like syntax highlighters, autocomplete providers, double-click-and-keyboard-select shortcuts, and syntax checkers), of course. We'd also have to come up with syntax for some of fancier BL3/WL hotfix types (like datatables, meshes, bytecode, etc). The "notify" flag would need to be a checkbox. If we implement #55, we'd need to ensure support for that as well. And, of course, this would require a different save-file format, which is something that we'd probably be addressing in #56 anyway. So, a fair bit to do, but it honestly doesn't seem that daunting to me.
One of the gaps, of course, and one which poses a slightly bigger problem, is Object Explorer data. unrealsdk has been humming along nicely, so I'm hoping we may be able to get sensible automated from-the-engine object dumps before too long. It'll be interesting to see what the data size for that stuff ends up being. Will it be prohibitively large for our current datapack format? Time will tell.
The text was updated successfully, but these errors were encountered: