- 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.
- 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.
- 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).
- Realm Explorer & Zone Builder now work together correctly.
- Program.CurrentEditor now holds the currently running editor.
- BaseObject.ToString() added to return the Name of the object if ToString() is used.
- GetZone() method added to Realm.cs
- Moved ValidateDataPaths() from Engine.cs to FileManager.cs
- Moved GetDataPath() from Engine.cs to FileManager.cs
- Moved SaveDataTypes out from Engine.cs into it's own file. MudEngine.FileSystem.SaveDataTypes.cs
- Moved _CurrentRoom, _CurrentZone, _CurrentRealm and _ScriptEngine out from all editors containing those Fields, and placed them as static properties within Program.cs Room, Zone, Realm and ScriptEngine Properties
- Created 3 new Interfaces. IGameObject, IQuest and IRuleSet.
- Created QuestSetup class to begin working on Quest Editor at some point.