- Added FileManager.GetDataCollection() Method for getting a collection of values that match the supplied parameter. This is used by environments for restoring saved object collections
- World Restoration is now fully implemented.
- Removed un-needed Log messages
- Added a pushMessage parameter to Log.Write() allowing messages to be sent directly to the console instead of stacking them in a cache. All log messages now push the message by default.
- Converted all Types from C# types to .NET Types (such as bool changed to Boolean, and int changed to Int32).
- Zone no longer gets saved from within GameWorld.Save, but rather in Realm.Save()
- Room no longer gets saved from within GameWorld.Save(), but rather in Zone.Save();
- Added new SaveWorld command that admins only can execute to force save the world. It's not fully implemented at this time.
MudGame:
- began work on command execution from within the server while it's running.
- All Objects now dynamically create their Filenames after the BaseObject.Name has been set. You can re-specify a custom filename, but do so after setting BaseObject.Name's value.
- Added GameWorld.cs. This will manage the game world itself.
- Moved Realm Initialization from Game.Start() into GameWorld.Start()
- Moved Environment saving from Game.Save() to GameWorld.Save(). However, GameWorld.Save gets invoked from Game.Save()
- GameWorld is now responsible for adding Realms to the Game.
- Fixed ScriptEngine not using Both Scripts and Assemblies at the same time.
- Added BaseAI which inherits from baseCharacter. All AI objects will inherit from this object.
MudGame:
- Modified MyGame.cs script for demonstrating the new way to create environments with the implementation of GameWorld.
- Updated Program.cs to compile both Scripts and Assemblies at once.