- Removed code for pathing. MudEngine handles it now.
- Removed _InstallLocation and placed it as a private Field within the MudEngine.Engine class.
- Mud Designer now Validates paths during startup
Mud Engine:
- Added Debug code to ValidateDataPaths and GetDataPath Methods. if DEBUG constant is defined it returns the paths or creates the directory structure based off the _InstallLocation field.
- Zones now contain a copy of the Realms Name
Realm Explorer:
- Renamed _Realm to _CurrentRealm to be more consistant with other editor naming conventions.
- Zones can now be added to Realms
- Realms can now be saved and loaded
- Zones not within any Realms are listed in the Realm Explorer as being Available For Use
- Realm Explorer Launchs the Zone Builder
- ValidateDataPaths no longer creates a ROOT folder as a child folder to the Data directory.
- The Realm class now has a Zones collection property.
- Adjusted Room and ProjectInformation Property Categories for Property Grid.
Realm Explorer:
- Now Save and Loads Realms
- Now calls MUDEngine.Engine.ValidateDataPaths() during startup to ensure all directories exists.
- New Realms can be created.
- Existing Realms are now loaded into the listbox.
- Prototype code wrote for finding available and un-available Zones.
- Almost complete UI
Zone Builder:
- Now calls MUDEngine.Engine.ValidateDataPaths() during startup to ensure all directories exists.
- Changed ValidateProjectPath to ValidateDataPaths. Now can use the engines current install location if a path is not supplied
- ValidateDataPaths iterates through a new enumerator containing all of the data paths, and creates the directories if they dont exist.
- GetDataPath method added for returning the absolute path to any of the save directories specified in the argument.
- BaseObject now contains a readonly Filename property that returns the objects Name with it's Type assigned as the files extension.
- BaseObject's Script property was added.
- Room.StatDrain re-added. Changed property Type to boolean instead of custom struct.
- Room Designer's constructor code was refracted to help clean it up. Plugin loading, doorway list compiling and room setup is now contained in three different methods.
- Room Designer can now Save scripts.
- Room Designer now has default scripts generated.
- Changing the Object Management tabs to 'Script' now refreshes the script to display correctly.
- Room Designer now accepts a single argument for specifying the name of a room to Load. Use "room=Room Name.room" as the syntax.
- Room loading is implemented, but only via a supplied argument during application launch.
Mud Designer HUB:
* frmMain.cs - HUB now scans entire solution directory to find the correct app to launch rather than just checking the Project Manager directory.
* frmMain.cs - HUB now has the app launch precess wrapped within a try/catch/finally. No exception handling added as of yet within the catch.
MUDEngine:
* Engine.cs - ValidateProjectPath method now creates the Currency directory.
* Objects namespace added.
* Moved the Environment namespace and folder within the new Objects namespace.
* BaseObject.cs created. All Game objects will inherit from this, or a child of this class.
* Currency.cs created.
* ProjectInformation.cs - Added using statements.
Project Manager:
* Added Using statements for MUDEngine