- Widget Development Resumed.
- Corrected instances where the Project Information was not being saved.
- Corrected instances where deleting a Realm was not happening correctly.
Minor Changes:
- Realm Widget UI Tweaks
- Realm Widget Improvements
- Code Optimizations
- 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.
- Re-wrote the Object Delete code. Reduced the code by 52% and increased readability.
- Added additional search criteria to GetNodeType()
- Removed the Application from running within a Try/Catch as it made debugging difficult.
- Corrected Project Information not being displayed when loaded for editing
- Re-wrote Designer Save code to use the objects save code instead of FileManager. Resulted in 26% less code and cleaner source.
- Project Explorer now checks Saved State of currently loaded object just like the Right-Click->Edit Object menu item does.
Engine:
- ProjectInformation.Save() now implemented.
- BaseObject.Save() now implemented. All objects inheriting from BaseObject can save itself. Including all Environment objects (Realms,Zones, Rooms) and Currency objects.
- 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.
- Deleted the Editors folder within the solution
- Disabled the Edit Menu Item until it's menu items can be implemented
- File->Exit now works
- Help->About now works.
- UIControls namespace renamed to UIWidgets
- RealmExplorer Control renamed to RealmWidget
- RealmWidget now handles scanning and populating the Widget with existing realms rather than the designer handling it.
- Object saving re-wrote
- Zone Creation implemented
- Adding Zones to Realms implemented
- Removal of Zones from within Realms implemented
- Support for stand-alone Zones added. Unlike the previous version of the 'Mud Designer Realm Explorer & Zone Builder', Zones can be built without being placed within a Realm
- Deleting a Zone removes it from the Realms collection
- Custom UITypeEditor added for adding Zones to Realms.
- Menu item Project->Game Management has been re-structured
- Saved file extensions on objects changed from .XML back to .ObjectType (example .realm)
- RefreshProjectExplorer method added for refreshing the project explorer's directory structure
- All calls to btnRefreshObjects_Click has been replaced with RefreshProjectExplorer()
- The Project Explorer can now delete any object (file or folder) underneath the Project Root node.
- The Project Explorer now has the files it contains highlighted as blue to help readability.
- Changed the Project Explorer's root object from "Game Objects" to "Project"
- Began implementation of the Project Explorer's search feature.
- SaveSelected method added to save the current object contained within the property grid.
- Anytime an Objects Property is changed the designer now automatically saves the object.
- Object Properties label now displays the Type of object being edited and the objects name (Example 'Zone Properties (Village of Tespa)')
Mud Designer:
- The New Test Designer has been set as the startup object, as the old designer toolkit is being phased out.
Mud Engine:
- Added UIRealmControl class, a custom control used by the designer to edit the Realm.Zones property.
- UIRealmEditor class added, manages the UIRealmControl.
- Project Information can now be edited after a currency has been created via the Project->Game Management->Project Information menu item or right clicking on Game.xml within the Project Explorer.
- Fixed crashing when users tried to edit the root node in the Project Explorer.
- Added missing RealmExplorer control.
Note: Use the Project->Game Management->Currency Editor to create a new Currency. Then click Save Object to save the currency. You can save the initial Project Information shown at startup, however once a currency is created the project info cannot be retrieved until next startup. You can RIGHT click on the Project Explorer and edit object shown in the explorer.
- Added a new designer that I will begin working on and testing UITypeEditors with. Future plan is to migrate all editors into a single editor relying heavily on UITypeEditors to flesh it out.
- Selecting the Script property within the Designer.cs form executes the UIScriptEditor class and installs the UIScriptControl into the Designers control collection.
- Clicking close on the Designer.cs GUI showcases clearing the controls of custom UITypeEditors and how the results of the editing is saved into the object that the PropertyGrid is editing.
Mud Engine:
- Added a UIScriptControl User Control that the UIScriptEditor TypeEditor uses to install directly into the new Test Designer.
- Implemented a UITypeEditor for scripts to test developing custom UI Editors for PropertyGrids. It allows for scripts to be edited directly within the PropertyGrid now by launching the new ScriptEditor form. This is how most of the editors custom objects will be implemented into the PropertyGrids.
- The Script property is now browsable within PropertyGrids now that they have a custom editor built.
Mud Designer:
- ScriptEditor added.
- Removed Script editor from within the Realm Explorer and I will do the same for the Zone Explorer and Room Builder.
- All objects can now have a script attached to them from within any editor thanks to the new UITypeEditor approach being used.
- Realm Explorer now deletes whole realms correctly.
- Zone Builder no longer crashes when trying to open after the default Realm has been deleted. No Realm is loaded instead. Some initial setup code is skipped due to the error generated. This will be corrected in the next couple SVN commits.
- 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.
- Doorways now show the Travel Direction the opposite doorway uses within the pop up tooltip.
- Doorway tooltips now show the Connected Room information in the doors popup tooltip when loaded.
DoorwayManager:
- Saves the connected rooms traveldirection within the Doorway now.
MudEngine:
- Door.ConnectedRoom struct now contains a TravelDirection Field for finding out what travel direction a connected room uses to return back to the original room.
- GameScript class added within the GameManagement namespace.
- TravelDirections now contains a TravelDirections.GetTravelDirectionValue which converts a string representing a direction into the corresponding AvailableTravelDirections enum value.
- Toolkit supports a default toolkit realm. Zone Builder now loads the default Realm each time it is opened. Allows developers to work on one Realm without having to re-select the Realm each time the Zone Builder is opened.
- Toolkit settings properties are no longer static within Settings.cs.
- Program.cs now contains a staticu property for Toolkit settings.
- 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).
- Zones now delete all rooms it contains.
- Included the missing ExistingRealms form.
- Zones can now be moved from one realm to another, all Rooms are transfered with the Zone during the move.