The long awaited nFringe 1.2 update has gone gold!
Features: Text Editor
Initial IntelliSense for asset packages
Added a ‘Go To Configuration’ command for config and globalconfig variables
Live local variable analysis – locals are usable as soon as they’re typed
Improved support for script interfaces and operators
Preferred case for keywords can be specified in ScriptModifiers.xml
Support the All Margins extension for Visual Studio 2010
Support the new Call Hierarchy window in Visual Studio 2010
Bugs Fixed: Text Editor
Improved modifier parsing for classes, vars, functions, states, and structs (new or differing keywords shouldn’t break IntelliSense)
Fix Navigate To… feature (VS 2010)
Fix missing keywords in IntelliSense lists
Improved INI file support
Fixed the ‘override’ function feature
Fixed method tips
Fixed Class View not properly refreshing
Many other IntelliSense performance and accuracy fixes
Build System
Compile errors are properly reported
Support incremental builds without the -full flag
Allow underscores and dashes in package names
Project System
Removed support for non-standard project structures (including UT3) in favor of UDK/UE3 licensees’ consistent structure.
Substantial performance improvements to project load time and Show All Files when using Visual Studio 2010.
Find out more and download or update here:
http://wiki.pixelminegames.com/index.php?title=Tools:nFringe:Releases
Great news Indies! We listened to your feedback and removed the royalty from the nFringe Indie license.
Independent game developer can now have a way to use all of the features of nFringe with Epic’s Unreal Developer Kit (UDK) for a single yearly fee. The $349.00 (US) nFringe Indie License grants the developer full use of the nFringe product to develop a commercial game or application using the UDK.
The nFringe Indie License can be purchased directly from the Pixel Mine Secure Web Store – Login HERE.
New nFringe Developers should use ‘create enterprise account’ to access the nFringe store.