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- Can cause circular run of Update Compile Commands if set too low. You can also run Update Compile Commands manually if you run into trouble with it being too high.
- Array so you can specify which settings to backup in your *.code-workspace file when the native `Update Compile Commands` is run. This runs UBT's 'refresh project files' command that will overwrite your *code.workspace file. Some settings will automatically be backed up and are listed in your settings.
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### Removed
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- -D\_\_INTELLISENSE\_\_ from .clangd (always muddled on if I should include it). 5.4 forced me to remove it since it caused a error if enabled.
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### Fixed
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- Code that added compiler flags to eventually go in .clangd
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## [2.3.0] 2024-01-21
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### Added
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- clang-format: added "NamespaceIndentation: All" to default config when created
4. If you haven't created your Unreal project yet you can skip steps 5/6
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5. For existing Unreal projects, first Refresh your project (this will overwrite your workspace file which we fix in step 6)
@@ -362,7 +365,7 @@ The other reason was a Unreal design change. 5.0.0 uses compile commands while 5
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*`unreal-clangd.createUnrealClangdProject`: Creates all files and settings for clangd to work with an Unreal project
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*`unreal-clangd.updateCompileCommands`: Creates/Updates the compile commands file which clangd uses for Intellisense. Created in project/.vscode folder. **(Extension will, in most cases, prompt you to update automatically)**
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*`unreal-clangd.uninstall`: Uninstalls Unreal-clangd files and settings **(It will prompt you before deletion)**
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*`unreal-clangd.fixQuotesResponseFiles`: Runs the quote fix for paths in response files **(Will auto run if setting is true)**
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*`unreal-clangd.fixIntellisenseFiles`: Runs the quote fix for paths in response files **(Will auto run if setting is true)**
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*`unreal-clangd.tidyNoLintCurrentLine`: Removes clang Tidy linting on current line
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-**Modifies code**
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-**Also found in context menu**
@@ -377,6 +380,13 @@ The other reason was a Unreal design change. 5.0.0 uses compile commands while 5
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```
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### Settings
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*`unreal-clangd.IntellisenseType`: This is always set to 'Native' even if switched (for now)
- Can cause circular run of Update Compile Commands if set too low. You can also run Update Compile Commands manually if you run into trouble with it being too high.
- Array so you can specify which settings to backup in your *.code-workspace file when the native `Update Compile Commands` is run. This runs UBT's 'refresh project files' command that will overwrite your *code.workspace file. Some settings will automatically be backed up and are listed in your settings.
-**Debug requires Microsoft C# extension which lets you see UBT logs**
@@ -399,7 +409,7 @@ The other reason was a Unreal design change. 5.0.0 uses compile commands while 5
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- Also activates when copying and pasting a function
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#### Fixes
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*`unreal-clangd.fixes.responseFilesQuotedPaths`: Enables/disables fix that automatically puts quotes around paths in all response files used by Intellisense. **(This will auto fix whenever it detects compile command changes)**
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*`unreal-clangd.fixes.intellisenseFiles`: Enables/disables Change or fix intellisense files when needed. **(This will auto fix whenever it detects compile command changes)**
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*`unreal-clangd.fixes.delegateFunctionCompletions`: Some delegate functions completions aren't correct because of macro expansion. This will fix the completion when detected.
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- See [this](#delegate-function-name-completions) section for more info
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*`unreal-clangd.fixes.focusSuggestionDelay`: Fixes code completion selection not happening with parameter hints. Default 350 [see section](#function-parameter-completions)
@@ -555,14 +565,15 @@ Click the console 'OUTPUT' tab and change the top right drop down to 'unreal cla
Lets you Add/Remove Intellisense compile flags that clang uses, among other things. See [clangd docs.](https://clangd.llvm.org/config)
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**note:** A lot of functionality was added with clangd-14 so won't work wth earlier versions
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-
```
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```
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### **.clang-format file**
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The clangd extension will take over formatting of your C++ documents.
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For more format settings info: https://clang.llvm.org/docs/ClangFormatStyleOptions.html
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```
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```
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### **.clang-tidy file**
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Used for the C++ linter. You can see the docs [here](https://clang.llvm.org/extra/clang-tidy/)
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@@ -609,6 +619,7 @@ The file is located in your project's parent folder.
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`Warning`: Using the Unreal Engine's `Refresh Visual Studio Project` or `Generate Visual Studio Project files` command will overwrite this file. See [this](#refresh-visual-studio-project) section.
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```
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```
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@@ -793,9 +804,7 @@ Thanks to Mark at [stackoverflow](https://stackoverflow.com/a/76096050/13950944)
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```
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### Linux Fixes
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Simple fix is to include /usr/include using -isystem
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- This is `automatically fixed` in the .clangd file that is created for your project.
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Check the .clangd project file 'Add' section for all the fixes applied.
"markdownDescription": "Any setting you want backed up when running the Native \"Update Intellisense Files\" command.\nRunning this `Unreal Build Tool's` command refreshes your project causing the project's `*.code-workspace` file to be overwritten.\n These settings will automatically be backed up: `clangd.arguments`, `clangd.path`, `clangd.detectExtensionConflicts`, `files.associations`, `workbench.colorCustomizations`, `editor.suggestFontSize`, `dotnet.defaultSolution`\n* `note:` Do not set in a config that Unreal overwrites!",
"markdownDescription": "Minutes till intellisense files are considered old.\n* Doesn't affect manually running `Update Compile Commands` command.\n* When adding multiple Source files the 'auto-detect and run' `Update Compile Commands` command might not run so run command manually.",
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"scope": "resource",
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"order": 1
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},
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"unreal-clangd.fixes.intellisenseFiles": {
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"type": "boolean",
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"default": true,
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"description": "In reponse files, surrounds paths with quotes.",
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"description": "Fixes Intellisense files when they have errors or need changes.",
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