- Corrected SaveDataTypes.Currency being named incorrectly. Changed to Currencies
- ProjectInformation now inherits from the new IFileIO interface.
- ProjectInformation.Load can be used instead of the FileManager now (note: Saving of ProjectInformation must still be done using FileManager)
- Organizing of BaseObject done
- BaseObject now supports BaseObject.Load. Use this instead of FileManager.Load
- Fixed UIRealmControl error, attempting to deserialize into a null Zone Field
- Program.cs is now encapsulated into a try/catch
- IFileIO interface added for providing a blueprint on file I/O operations
Designer:
- Additional ObjectTypes added to the ObjectTypes enum
- Additional commenting provided throughout the source.
- Re-organized the source code.
- Simplified the Constructor code. Roughly 50% less code now.
- Re-wrote the Object Load code to make it easier to read and maintain.
- Renamed several menu items to conform to the projects naming conventions
- 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
- Deleted the Editors folder within the solution
- Disabled the Edit Menu Item until it's menu items can be implemented
- File->Exit now works
- Help->About now works.
- 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.