- Zone.RefreshRoomList method was renamed to Zone.RebuildRoomCollection.
Designer:
- Room Editor now adjusts all of a Rooms connected doorways to connect to a re-named Room. No need to manually load and edit each Room connected to 'Bedroom' after it was renamed from 'New Room'
- Finalized Adding/Removing Zones from within Realms (their Rooms included.)
- Finalized Deleting objects.
- Rooms can now be loaded and edited after Saving.
Minor Changes:
- Code Optimizations
- Object Property organizing improved.
- Renamed SaveSelected() to SaveObject()
- Added additional commenting
- Re-formatted the document
- Moved the search code out from the text box and into its own method SearchForObject()
- Changed search method for the text box from txtSearch_Enter to txtSearch_KeyDown
- Re-write of object save code finished.
Engine:
- Realm.GetZone() re-wrote to use LINQ.
- Zone.GetRoom() renamed to Zone.GetRoomByName() for searching for a Room by name
- Zone.GetRoomByFilename() added for searching by filename for a Room.
- Re-wrote Adding Zones into Realms via the UIRealmControl. Uses 54% less source, and better readability.
- UIRealmEditor now stores a proper backup of Zones incase of UIRealmControl instancing failure.
- Rooms are now saved within the selected Zone.
- Fixed Project Explorer not displaying project directory structure on Designer startup.
Engine:
- Re-wrote Zone.GetRoom() to use the more efficient LINQ query.
- Zone.RefreshRoomList now saves itself after re-building the Room collection
- UIRoomControl now has a public Rooms collection for use by the UIRoomEditor
- UIRoomEditor now returns the modified UIRoomControl.Rooms collection to the Designers properties pane instead of an empty collection.
Designer:
- Project Explorer now displays project directory structure on load. This was broken during Designers Constructor re-write.
- Added additional comments to increase readability of source.
- Corrected SaveDataTypes.Currency being named incorrectly. Changed to Currencies
- ProjectInformation now inherits from the new IFileIO interface.
- ProjectInformation.Load can be used instead of the FileManager now (note: Saving of ProjectInformation must still be done using FileManager)
- Organizing of BaseObject done
- BaseObject now supports BaseObject.Load. Use this instead of FileManager.Load
- Fixed UIRealmControl error, attempting to deserialize into a null Zone Field
- Program.cs is now encapsulated into a try/catch
- IFileIO interface added for providing a blueprint on file I/O operations
Designer:
- Additional ObjectTypes added to the ObjectTypes enum
- Additional commenting provided throughout the source.
- Re-organized the source code.
- Simplified the Constructor code. Roughly 50% less code now.
- Re-wrote the Object Load code to make it easier to read and maintain.
- Renamed several menu items to conform to the projects naming conventions
- Auto-saving objects is now complete.
- Removed Save Object button
- Object Properties no longer displays the Project Information on startup
- Objects that can be edited within the Designer are displayed in Blue in the treeview
- Objects that can only be edited within another objects Mini-Editor are displayed in Red and cannot be edited within the main Designer
- Folders are displayed in Black
- Objects are not auto-saved until the objects Name is changed from 'New Object'
- The designer checks to see if the object has been saved yet prior to creating a new object.
- Double clicking an editable object (shown in blue text) now loads the object for editing.
- Menu item Project->Game Objects->Environment->New Room opens the Zones Mini-Room Editor if a Zone is loaded.
- Tooltips added to the Project Explorer and Object Properties panes
Mud Engine:
- FileManager returns the new directory layout when using GetDataPath
- Added Zones to SaveDataTypes enum.
- Game Objects now have a Description attribute attached to their public properties so the Designer can display a description of what the property is for within the Object Properties pane.
- Added PreCacheObjects Boolean to ProjectInformation for pre-loading objects when the runtime is built.
- All objects Filename is now set to readonly and cannot be edited within the Designer
- Started work on Realm.GetZone() method.
- Room.Zone is no longer hidden from the Object Properties Pane, but set to Readonly.
- Began work on Moving a Zones Rooms when a Zone is moved within a Realm.
- Removed un-needed code within the RealmEditor
- UIRoomControl now creates and saves Rooms. Duplicate Rooms cannot be created and Room re-naming is implemented.
- Removed remaining old code for previous Mud Designer Editors from within Program.cs
- Realm.Zones Property Category changed from "Realm Information" to "Environment Information"
- Changed Zone.Rooms from internal to public
- Added a custom Editor for the Zone.Rooms property.
- Room Editing development started. Rooms are created and managed within the currently loaded Zone.
- UIRealmEditor had un-unused code removed.
- Added UIRoomEditor. Manages the UIRoomControl.
- Added UIRoomControl, which will be the editor used when managing Rooms within a Zone Object.
- Currency Editor no longer adds duplicate currencies when saved.
- Currency Editor now overwrites existing currencies.
- Fixed Currency Editor looking for .xml filetypes instead of .currency filetypes. Saved Currencies now show up in the currency list
Mud Engine:
- Removed IsSafe property from BaseObject as not all objects will need this property.
- Added IsSafe property to Zone.cs
- Added IsSafe property to Room.cs.
- Zones now contain a RefreshRoomList() method for updating the collection of Rooms. MUST be called anytime a room is changed within the Zone.
- Removed the forced Realm constructor for zones.
Realm, Zone and Room creation is now working again.
- Zones can not be instanced without providing the owning realm in its constructor.
- Started adding tooltips to the editors.
- Zone Builder now checks if a Realm has been loaded yet or not prior to creating Zones.
- Zone Builder will not allow Rooms to be created within new Zones until the Zone has been saved.
- Zone Builder checks if a New Zone has not been saved yet prior to creating another New Zone
- Renamed Room.ParentZone to Room.Zone to be consistent with the Realm and Zone classes.
- Cleaned up the code within the editor.
Realm Explorer:
- Some UI adjustments.
Room Designer:
- Program.Room is no longer re-instanced after the room designer saves a room.
Toolkit Launcher:
- Zone and Room edior buttons removed. They can now only be accessed via the Realm Explorer.
- Changed the Toolkit Title.
Zone Builder:
- Began Room Doorway linking UI design.
Mud Engine:
- Zones now instance the Rooms collection.
- Travel Directions now moved from Environment namespace and placed within Objects namespace.
- Travel Directions now contains a class and method for returning the opposite direction provided. (ex: GetReverseDirection(TravelDirections.West) returns East).