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- ✔ integrate editor deeper with games and the entity system @done (16-02-24 22:31)
- ✔ implement scripted entity deriving from C++ @done (16-02-11 22:13)
- > LevelScrObj has optional property dict (if available, used as property backing)
- > inheritance is implemented via metaobject insertion
- >> C++Ent -> metadict ===> C++Ent -> my_classdict -> metadict
- >> error in the case when my_classdict receives a different parent when it's already set
- >> interface could be third arg for CreateEntity
- > entity core is always C++, scripting is about property/behavior adjustments
- >> SGS -> C++ inheritance is thus not allowed
- > ScriptedItem must be turned into an entity
- > InfoEmitter could use a handle/wrapper object
- >> EDIT: integrated InfoEmitterSystem into level and all entities are optional emitters
- ✔ reorganize native systems to fit scripting systems better @done (16-02-15 09:53)
- ✔ implement transform hierarchies @done (16-02-22 23:42)
- ✔ sort out entity editing issues @done (16-02-15 09:55)
- > entities should have their properties always editable and accessible
- >> this is to allow faster editing & realtime preview
- X initial property set is still necessary though - some level objects are not entities
- X> it's a way to also create those objects
- X> they will need a visualization entity though
- >> EDIT: screw that, let's use chunks.
- >> entity data has disproportionately huge parsing/loading overhead anyway...
- >> let's find a way to generate that data with systems also
- ✔ implement editor entity enumeration from level script & game scripts @done (16-02-17 09:50)
- X currently undecided between ENT_*** class names and ENTCREATE_***/ENTARGS_*** functions
- >> chose MANUAL ENTITY REGISTRATION
- ✔ implement editor startup from game DLLs @done (16-02-16 09:28)
- > need to wrap the SDL DLL API
- > BaseGame should have "-editor"/"EDIT"/.. argparse, triggering...
- >> editor DLL loading
- >> game level object creation for preview
- >> and the replacement of the game class with editor class, init-ed using the level
- ✔ implement core of the new entity type (loading, saving, property editing) @done (16-02-18 09:38)
- ✔ implement editor entity preview @done (16-02-21 22:49)
- > just create entities and then copy their properties
- > original set of properties should still be owned by the editor entity
- >> to avoid the game entity from randomly messing up the data
- >> but it's something that might be reconsidered
- ✔ change editor file format to some kind of structured key-value store (SGSON?) @done (16-02-22 23:42)
- ✔ implement SGSON parser/writer @done (16-02-16 08:51)
- ✔ implement saving/loading functions @done (16-02-17 09:50)
- ✔ implement backwards compatibility @done (16-02-22 23:42)
- ✔ mesharray @done (16-02-22 23:42)
- ✔ cover, room @done (16-02-22 08:23)
- ✔ implement game system data processing to generate custom chunks @done (16-02-24 09:41)
- > pass editor data to game systems, let them create the compiled chunks they'll parse
- ✔ remove scripted entities and related hacks from editor @done (16-02-21 22:48)
- > with this new entity inheritance scheme, they won't be necessary any longer
- ✔ editor upgrade polish/finish @done (16-02-24 22:31)
- ✔ implement entity editor ext. rendering functions @done (16-02-22 00:46)
- ✔ implement unique ID generation @done (16-02-23 08:27)
- ✔ implement light/mesh/sample entity LGC registration @done (16-02-24 09:40)
- > register LGC as level system
- > add callbacks that would allow data to be gathered
- > for stability, use "XXXEntityToID"
- ✔ fix LGC cache / deletion issues @done (16-02-24 22:31)
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