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Preferences
This page details less-obvious items in Preferences.
This defines how auto-completion filtering works.
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This is how things worked in legacy versions of GameMaker - if you typed
ds_, you only get names that start withds_. -
This is how auto-completion works in GameMaker Studio 2 - if you type
debug_, you'll getdebug_get_callstack, show_debug_message, and so on. -
This is an auto-completion mode offered by GMEdit's code editor component (Ace.js).
It matches names that contain all letters from the input, and in order.
So,sdmwill matchshow_debug_message andiclmatchesio_clear. -
This is an auto-completion mode written specifically for GML's naming specifics.
It matches names that have each "section" (separated by_or lowercase->UPPERCASE transitions) start with according letter of input.So,
sdmwill still matchshow_debug_message, buticlwill get youinstance_create_layer.
You can also useSDMorICLif you prefer (it'll still be completed to the normal name).If this produces too many results, or you do not, in fact, remember the name of a thing, you can "clarify" section(s) by adding opposite-cased letters after the first one.
So, if you wanted to only getdevice_mouse_functions but notds_map_ones, you could writedmO/DMo(d*_mo*) ordEm/DeM(de*_m*).For convenience, this completion mode can also access full matches in global variables (
gsv->global.someVar).
Reading a large number of small files can be one of the slower things for GMEdit, particularly if:
- The project is stored on a perfectly regular hard drive.
- The project contains thousands of resources (and even more files).
- There's a slightly over-zealous antivirus double-checking every file that GMEdit reads.
GMEdit has a policy of not doing anything unless asked, but still you can see this impacting the project [re-]load times.
These few settings can help with that.
If enabled, whenever GMEdit reads a text-based file (such as GML or YY)
from the project directory, it will note down the contents and the file's Last Modified time.
On subsequent reads, it will check whether Last Modified time has changed, and if not, it will re-use the previously noted contents.
If enabled, GMEdit will store sufficiently small files inside the #cache/texty file
and later load it along with the project,
sparing it from reading individual unchanged files from disk.
Subsequent settings relate to this:
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Maximum size per item (in characters)
Files over this size are not included in the "index" file. -
Minimum item count in "index" file
An index file is created once there are this many matching files.
This setting is mostly here to avoid creating a#cachedirectory in every project that you open. -
Index update threshold (in %)
An index file is only updated once there are this many changed files in it.
Regardless of this setting, GMEdit only updates the "index" file when [re-]loading the project and when closing GMEdit. -
File extensions
Only files with these extensions will be included in the "index" file.
There's not much reason to touch this setting, but might as well have that.
GMEdit can make a backup copy of your code whenever you save a file.
Such backups are stored in #backups sub-directory of the project and can be accessed through file manager or by right-clicking a file tab and picking "Backups".
This is not a substitute for version control, but a mechanism to prevent loss of short-term changes.
Specifics, in order:
- GMS1 is, unfortunately, eager to overwrite external changes on any occasion.
Essentially, when you open a resource in GMS1, it caches it in the memory, and may later decide to flush that to disk, overwriting any external changes. For this reason GMEdit will keep two backups of GMS1 files by default. - GMS2 is much better with external changes.
Ticking "Automatically reload changed files" in "File > Preferences > General Settings" will save you from pretty much all trouble. Still, you may find it desirable to have a backup just in case. - For custom modes (see: Nuclear Throne Together), there is very little that can go wrong, as no other software is writing into the file(s).
- Smart auto-completion
- Types
- JSDoc tags (incl. additional ones)
- @hint tag (mostly 2.3)
- `vals: $v1 $v2` (template strings)
- #args (pre-2.3 named arguments)
- ??= (for pre-GM2022 optional arguments)
- ?? ?. ?[ (pre-GM2022 null-conditional operators)
- #lambda (pre-2.3 function literals)
- => (2.3+ function shorthands)
- #import (namespaces and aliases)
- v:Type (local variable types)
- #mfunc (macros with arguments)
- #gmcr (coroutines)