Under our current subscription model, you may run multiple personal licensed copies of the IDE at the same time across multiple operating systems (like on laptop and desktop for remote debugging client/server apps). Features should move pretty fast after that. Basically, the licensing rules now look more relaxed. I only have the permessage-deflate extension left that I want to finish before I go on, as I plan to extract that server for a separate library in future projects. That's at the point it is usable, but I don't have much functionality on-top of it yet. Summary: Buy and use WebStorm for primary development and keep VS Code around for when you have to touch Ruby. The bitburner specific features are pretty much nil so far, as I've been focusing on a lean and highly configurable WebSocket server first. If you want to look at the code or follow my progress, it is open at with an MIT license. Get a Free License for IntelliJ IDEA Ultimate and all JetBrains Products for Students and Teachers BoostMyTool 22K subscribers Subscribe 371 87K views 1 year ago How to install and use IntelliJ. No promises, but I'll take them all into consideration. Now, this is mostly for my personal use first and foremost, but since there are a collection of other bitburners here, I figured I'd ask if anyone has other features they'd really like to see in such a plugin. My current core idea is to maintain a "mount" configuration where you can say directory X of this project maps to path Y in bitburner. It’s perfect for use with both PHP and Jacascript frameworks like React. ![]() ![]() I use PHPStorm and I’m primarily a front-end web developer. And 5he global search, it's super powerful, you can find any part of the code quite quickly. There was once a plugin that allowed you to right click a file and sync it with bitburner, but that's a lot more manual than I like. For me it's hands-down better code inspection and autocompletion. I am in the process of making a plugin for syncing bitburner scripts to any Jetbrains IDE, with longer term plans of potentially creating a mock runtime for at least unit testing your scripts outside of the game.
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