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todo excerpt - recent editor work

snake5 | PRO | 02/24/16 07:34:58 PM UTC | 0 ⭐ | 808 👁️ | Never ⏰ | []
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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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