muddesigner/MudDesigner/frmDesigner.Designer.cs
Scionwest_cp a347607337 Mud Designer:
- Added new Project. Mud Designer project will include the GUI elements needed for graphically building a MUD. Due to Environment creation being finalized, work on a GUI based Environment creation can start.

Mud Engine:
 - Objects no longer require a path to be supplied when calling Object.Save()
 - EditRealm command now edits senses.
 - EditRoom now fully supports creating doorways, however editing existing doorways and linking to existing rooms is not implemented. This command only supports creating new doorways for non-existing Rooms (Rooms are generated as needed)
 - EditZone Now fully supports senses and implemented.
 - Game now supports loading of .ini files when calling Game.Load()
 - All objects now include a SavePath properties. Override this to supply a path for where the object needs to be saved. All Environment and BaseCharacter objects override the BaseObject.SavePath to save into ActiveGame.DataPaths.Environemnts and Players respectively.
 - ObjectCollection now instanced during ScriptEngine initialization to prevent exceptions during runtime.
 - Create command no longer converts all names to lower case.
 - Updated the Walk command to execute the Look command in a safe manor without injecting a command into the player Telnet console.
2010-09-26 08:00:34 -07:00

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2.6 KiB
C#

namespace MudDesigner
{
partial class frmDesigner
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.propertyGrid1 = new System.Windows.Forms.PropertyGrid();
this.SuspendLayout();
//
// propertyGrid1
//
this.propertyGrid1.Dock = System.Windows.Forms.DockStyle.Right;
this.propertyGrid1.Location = new System.Drawing.Point(525, 0);
this.propertyGrid1.Name = "propertyGrid1";
this.propertyGrid1.Size = new System.Drawing.Size(259, 564);
this.propertyGrid1.TabIndex = 0;
this.propertyGrid1.PropertyValueChanged += new System.Windows.Forms.PropertyValueChangedEventHandler(this.propertyGrid1_PropertyValueChanged);
//
// frmDesigner
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(64)))), ((int)(((byte)(64)))), ((int)(((byte)(64)))));
this.ClientSize = new System.Drawing.Size(784, 564);
this.Controls.Add(this.propertyGrid1);
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedSingle;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "frmDesigner";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "Mud Designer";
this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.frmDesigner_FormClosing);
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.PropertyGrid propertyGrid1;
}
}