Comments (1)
Thanks for the suggestion!
I think I will pass on this one though, because it can still be fairly easy to cause parse errors by just being in the middle of typing a line, and you don't really want squigglies appearing while you're still typing something. (You potentially could mitigate this by checking whether the statement is currently being typed on)
I'm not sure how it is for your integration, but the unreal plugin will immediately detect when you save a file and compile and send through diagnostics. So we have a more "press save to see errors" workflow that this wouldn't add much to, since the angelscript compiler will give much clearer error messages anyway.
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