Sorry I haven't done much work in awhile. Got some stuff going on right now, but I still am going to finish this.
Wow, I like that GUI.
Looking forward to having a play with this!
I'm relieved to hear it.
Uh.. why should cameras be bricks?
They shouldn't be in most cases. I'll still have the option available, but I imagine most people would probably prefer to use them for decoration.
make it so all camera bricks have to start with the name Camera_
Add to GUI a dropdown menu that lists all the cameras which when a camera is selected sets your camera position to in there so you can view around in that camera brick for all the possible shots you could make with it.
Not all cameras are bricks, but for the cameras that are bricks (by named events) I would like that to apply.
This is not an eventing system. There will be events available for triggering cutscenes and possibly a way to trigger events inside the cutscene, but events are not going to be heavily used if I can help it. I find eventing fairly cumbersome, and I don't think relying on them would work well for the type of system this is.
PROGRESS UPDATE JANUARY 28:•Improved the way event types are handled by introducing a more organised registration system for them.
->Clients can now receive unique event types from the server
->Server now has exclusive control over event types
•Fixed up some stuff with Director Mode
->Fixed several HUD elements not moving properly to account for the director banner
•Improved client/server communication
•PathCamera event fixes
PROGRESS UPDATE JANUARY 29:•PathCamera event fixes
•Director Mode event handling improvements
•pretty particle effects!!!
PROGRESS UPDATE JANUARY 30:•Misc. Organisational Changes
•Fixes for multiple server or ingame sessions during one simulation (i.e. person hosts server, closes it, hosts another; client leaves server and joins another one)
•Movement toward some less tedious timeline control
•Created CutsceneScript
•Began tracking versions