MGCB Content Builder Won't Launch Properly - linux

I'm trying to use the Monogame Content Builder in Linux with VS Code. I installed this extension in order to easily run the Content.mgcb file, but when I right click the file, the option to run it doesn't appear. Alternatively, when I run dotnet mgcb-editor in the terminal, this window shows up, but there's no option to import a file or do anything! This is what it looks like:
What am I doing wrong? Why won't the extension work, and why won't the the editor open properly? I'm pretty sure the editor should look like this (this image is from a tutorial).

The Linux GTK version displays differently than the windows version.
Use the New button(Leftmost on Bar) or Open button to specify the .mgcb file in the project folder.
Once a file is open, the Bar adds buttons on the left for Build, Rebuild and Clean and Save on the right.
Right-Click the Content node under project to Add existing or add new or build.

Related

What is the correct way to install a script into a status-bar component in iTerm2

I know this will sound remedial, but I'm following the instructions on the iTerm site as best I can, but I think they're too outdated.
From the example scripts I'm testing the install of a JSON pretty print script, which links to this page for how to install.
After starting this script, navigate to Preferences > Profiles > Session. Turn on Status Bar Enabled and select Configure Status Bar. Drag the Status Bar Demo component into the bottom section. Select it and then click Configure Component
Now, the "Status Bar Demo component" component no longer exists. The script and action components that are in the current build (3.x) do not have an obvious way to specify the script.
When I do specify it the path where I downloaded it, it fails — which I presume is because the .its is a binary. Double-clicking the binary brings up some Finder(?) Security install dialog. When I read through the binary file I see strings about apple certificates and such, so I assume this binary is a signed zip file/package that includes the py script that does jsonpretty.
I do the security install, and then the unpacked .py file is at a file path I can target. I make that the target of a Status Bar component (script button), again following how to install. Clicking the component button in the status bar still fails, though. Selecting JSON text in the iTerm console, or selecting no text, doesn't have how it fails.
Where do I go from here to do an installation of the script?

Is there a way to use Sublime to show file previews in Windows Explorer for certain files?

I'd like to be able to preview all plain-text files in the Windows File Explorer Preview Pane. To illustrate, here's what sublime files currently look like:
As you can see, Context.sublime-menu is highlighted, but a preview doesn't appear. They're just plain-text files though - you can open them in Notepad. Is there a way to tell windows "Use notepad (or sublime) to view this type of file the preview pane"?
Thanks to #KeithHall's link - while it didn't work for me - got me started on a pretty long path to finally figuring this out. And finding a better solution than I thought existed.
In short, simply install the Delphi Preview Handler. Which pretty much gives you an IDE in the preview pane. It's pretty simple to use and just awesome.
After installation, if you click on a .js file in Windows File Explorer you can immediately see a different preview pane.
Registering Other Extensions
The Preview Handler doesn't compensate for all plain-text files unfortunately, so you're gonna have to manually add the sublime extensions and any other extensions in the Registry Editor.
Here's the bird's-eye view of this process:
Find the key/value that instructs Windows to use Delphi as the preview handler for .js files.
Copy the key/value
Apply that to each extension you want to preview.
Here's more in-depth instructions:
First, you need to find the ID of the Preview Handler, and its Default Value
win + rregedit > expand HKEY_CLASSES_ROOT
Find .js and expand it.
.js should have a subkey named shellex, expand that
You need to recreate this shellex key for each extension you want to add, so copy its contents:
shellex should have a sub-key named with a bunch of numbers, letters, and dashes, this is the ID of the preview pane (I think)
Right-Click that > Rename > Copy > Cancel
Open Sublime > Create a new file > Paste
Go back to the Registry Editor, Click that ID subkey, and a String value called (Default) should appear in the right side of the window.
Double-Click that
Copy > Cancel > Paste in sublime. This is the ID of the Preview Handler (I think).
At this point there should be 2 IDs in the sublime file.
Now You're ready to add these same values to other extensions.
Find the extension(s) you want to change. For me it was all the sublime file-types.
Right-click > New > Key > call it shellex
Go to sublime, copy the first value
Right-click shellex > New > Key > Paste
Go to sublime, copy the second value
Click the new key and make it's default value that 2nd id.
So it should look similar to this:
v .sublime-commands
| v shellex
| |- {823BD1D4-...
And in the right side of the window:
Name Type Data
(Default) REG_SZ {AD9955...
Sources:
This Answer by #rxantos pointed me in the direction of the Delphi Preview Handler.
I spent about an hour looking for this app but never found it.
This Answer by #tvj247 is perhaps a more simple solution, but my HKey structure didn't match his (I'm using Windows 10).
And as for fiddling with the Registry, that was trial, error, and comparing sublime extension keys to js, html and css.

Is there a way to make an Installshield 2015 installer always run silent without a command line?

I've searched all over and have not found this. I need to make an Installshield 2015 installer that just installs unattended. No next clicking, no finish button to click, just installs and closes. I don't care if it is visible or not. No using a command line switch.
After some experimentation i figured out a way to do it.
Unload the VS installer project.
Open the .isl file in your text editor of choice located in the installer projects folder
Do a search for InstallUISequence
Remove the following lines from the section:
<row><td>InstallWelcome</td><td>Not Installed</td><td>1210</td><td>InstallWelcome</td><td/></row>
<row><td>SetupCompleteError</td><td/><td>-3</td><td>SetupCompleteError</td><td/></row>
<row><td>SetupCompleteSuccess</td><td/><td>-1</td><td>SetupCompleteSuccess</td><td/></row>
You can optionally remove this if you want no progress bar:
<row><td>SetupProgress</td><td/><td>1240</td><td>SetupProgress</td><td/></row>
Save the file in the text editor
Reload the project in visual studio and build the file.

Android Studio project folders not showing

I am unable to see the folders that are physically existing, this is the case.
But in actual fact I have other folders as welll
So what can I do?
Above your the file directory view in Android Studio is a drop down which currently is most likely set to Android. Change it to Project and you should be able to see all your files.
I tried the all the approaches mentioned above but can't fix rather than fix it by a hardcore approach -
Step 1. Close your Android studio.
Step 2. Delete .gradle and .idea folder from your project directory.
Step 3. Open your project and you will see the files again.
go to View menu then click tool window then after click on project
view->toolwindow->project
it worked for me
for me doing the following works:
from menu go to: View--->tool windows ---> Project
then click the little gears icon (settings) you will see an option to change the empty middle packages. it looks like this:
disable "Hide Empty Middle Packages" under the Project View settings dropdown and then it should make everything show up.
If anyone ever does what I did maybe this will help:
Android Studio does not like it when module names begin with a number. I was learning from some tutorials and named the first module "1-name" and the next one "2-name". Setup was fine and it ran, but only the "Gradle" Scripts entry would show in the navigation window in "Android" mode.

Unreal development kit export textures

I am not familiar wit UDK tool, bot I have complete source code (Binaries directory, Development directory, Engine directory and UDKGame directory) from one game and I want to export all textures from this project. How is it possible?
In the UDKGame directory of the game should be a directory called Content. Copy all files in that directory to the directory of the same name of an installed version of UDK e.g. C:\UDK\UDK-2013-07\UDKGame\Content.
Start the UDK editor, the easiest way is to use the shortcut in the start menu called "UDK Editor". Open the Content Browser. If it is not already open, click on the black t symbol in the menu bar of the editor. The window of the content browser might be reduced to a little bar.
In the lower left of the Content Browser window, under "Packages", search for the name of the *.upk files you copied to the Content directory earlier. They are like zip files containing the textures among the assets of the game. But only the UDK Editor can view and interact with them.
When you are inspecting a upk/package look for icons with Texture2D written on them, these are textures. Right click on a Texture2d, choose "Export to File...".
If a package appears to be empty right click it and choose "fully load", the UDK Editor might not have it loaded yet.

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