- 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
- 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.
- 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 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.