It's also hard to satisfy this feature spec:
Without a custom script editor.If there is an error or an uncaught exception during the execution of bootstrap.py, RF2 will check for the existence of the toolset. If it exists, it will open the RF2 script editor, opening all scripts with errors in them, marking all script errors with the error indicator, inserting the appropriate information about the error, and bringing the cursor to the first error. If the toolkit is missing, a message box is created which shows the exception type, error, and traceback.
So here is what I am thinking. I think we can make a decent script editor for RF2 in a reasonably short amount of time (how much exactly I would have to write the spec and schedule first to find out).It would have features useful to those writing games, including some navigation features (right-click on a function name and choose go to definition to go to the definition of the function, etc.) and hopefully some autocompletion as well. This would also allow us to implement RF2 built-ins as autocompletable, so if you type rfobjects.coord( it will remind you that you need an integer x value and an integer y-value.
The editor would be written in C++ with wxWidgets, using wxScintilla for the editor component.
I have embedded a basic mockup of the editor. It is not functional, it doesn't show all ideas, just a basic layout idea. It also does not contain syntax highlighting. What do you think?