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Game Content (Exor)

Game Content (Exor)

EXOR Studios

|
29 installs
| (0) | Free
Language support for Exor game content files (.ent, .material, .gui, ...): completion, hover, go-to-definition and diagnostics driven by the engine TypeRegistry export.
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
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Game Content (Exor)

Language support for Exor game data files: .ent, .material, .gui, .td, .ag, .att, .logic, .pu and more.

  • Completion, hover, go-to-definition, find-references, rename and diagnostics.
  • All of them come from the engine's TypeRegistry export, so they follow the real reflection data, not a hand-written schema.
  • Hover a .dds path or a material name to see the texture.

Setup

Open the game's builds directory as the workspace root. The extension finds the data roots and mods by itself.

Development

npm test runs the suites inside a real VS Code, against the fixture workspace in src/test/fixtures/workspace. It uses the installed VS Code and sumneko.lua, so it downloads nothing and does not touch your profile.

npm test

To run one suite against a real game build, set the workspace and a suite filter. test:workspace skips the type-check.

GAMECONTENT_TEST_WORKSPACE=path/to/builds GAMECONTENT_TEST_GREP="lua probe" npm run test:workspace

Only run read-only suites, such as lua probe, against a real build. Suites that write scratch files belong on the fixture.

Writing tests

  • Wait for a real answer. While sumneko indexes, its hover is Workspace loading: n / m.
  • Check the result, not the name. A hover that repeats the symbol name passes even when nothing loaded. Check that go-to-definition lands in the generated definitions.
  • Give each case its own scratch file. VS Code reuses the cached document of a URI it already opened, so the server answers for the old text.
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