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Tweaked
- Engine config now to one class w. better defaults.
- Refactor / Reworked Entity & EntityUid Handling in ECS
- Cleaned away a lot of needless logic in Refactor.
- Greatly simplified ECS w. respect to world. Kept direct-system functions virtual in entities for versatility.
- Improved Prototype Registration
Added
- Checksum.cs class w. Generate(). Partially fixes #30
This kinda sucks, but it works...? Add call for use; I can't insert it into the engine's base class without cheap tricks to ensure it's called after Extended-Class LoadContent calls complete.
- Added in-depth engine config class w. Documentation.
- Added KeyListPrototype data sets w. optional explicit keys which fixes #23
- Added SpriteComponent, AnimatedSpriteComponent, Transform2DComponent, Transform3DComponent, and MeshComponent basic
componenttypes. - Added full load order support.
- Added in-built [de]serializable statistics & modifiers. (Closes #25).
Statistics do not require the ECS to work, but do work on the Master Registry.
- Added UidPacker utility class.
Fixed
- Screen Settings are now bound to SSLGame initialize.