- Added new Project. Mud Designer project will include the GUI elements needed for graphically building a MUD. Due to Environment creation being finalized, work on a GUI based Environment creation can start.
Mud Engine:
- Objects no longer require a path to be supplied when calling Object.Save()
- EditRealm command now edits senses.
- EditRoom now fully supports creating doorways, however editing existing doorways and linking to existing rooms is not implemented. This command only supports creating new doorways for non-existing Rooms (Rooms are generated as needed)
- EditZone Now fully supports senses and implemented.
- Game now supports loading of .ini files when calling Game.Load()
- All objects now include a SavePath properties. Override this to supply a path for where the object needs to be saved. All Environment and BaseCharacter objects override the BaseObject.SavePath to save into ActiveGame.DataPaths.Environemnts and Players respectively.
- ObjectCollection now instanced during ScriptEngine initialization to prevent exceptions during runtime.
- Create command no longer converts all names to lower case.
- Updated the Walk command to execute the Look command in a safe manor without injecting a command into the player Telnet console.
- 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
- Deleted from Solution.
Mud Designer:
- Now checks for arguments, allowing the other editors to launch the Mud Designer with another editor supplied as an argument, allowing one editor to launch another one without needing to copy-paste a bunch of code.
MUD Engine:
- BaseObject now sets default values for Script and Name so it's child classes won't need to.
- Realm and Room no longer set Name and Script property default values.
Realm Explorer:
- Now validates Script code.
- Changed from using Managed Scripting Serialization to MUDEngine filesystem layer for saving/loading.
- Added support for launching the Zone Builder from within the Realm Explorer.
Room Designer:
- Changed from using Managed Scripting Serialization code, to MUD Engine Filesystem layer for saving/loading.
Zone Builder:
- Initial UI Designs
- Launches Room Designer for editing of rooms.
* Program.cs - _InstallLocation Field changed to reflect me moving the source onto another hard-drive. Developers will need to adjust the Field to ensure the engine is looking in the right directory for the source.
* Program.cs - Removed test code.
Mud Designer:
* Program.cs - Message box added informing developers why the editors wont launch if the source is not placed in the _InstallLocation.
Mud Engine:
* Now includes a reference to the ManagedScripting assembly.
* BaseObject.cs - Added ScriptObject property.
Visual Designer:
* frmDesigner.cs - Removed File->Close test save code.