- 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.
- 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.