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GameObject
change undo/redo refactor to track different options
#3085
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Commits on Oct 21, 2024
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ReaderMapping
: Clear arrays only before inserting new itemsWhen reading an array, it is only cleared right before new items are going to be added, instead of it being done before an attempt to read the value has been made.
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GameObject
change undo/redo refactor to track different options`GameObject`, instead of comparing all options against each other, now saves the state of and compares individual ones, so the change data is more memory-efficient. This way of tracking object changes also allows for proper undo/redo tracking with multiple remote users. `GameObjectState` was renamed to `GameObjectChange`, since it does not always preserve all object options anymore. TODO: Proper tilemap tile-change tracking
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Fix crash when performing undo/redo on deleted object
Previously, an assertion was used for performing this check, which was the cause of the crash. It wasn't taken into account performing undo/redo on a remotely-deleted object. Additionally, the warning message now includes the class name of the object.
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TileMap
: Proper tile change tracking`TileMap` tile changes are now stored in pairs, containing a tile array index and old/new tile, which takes its place. Allows for lighter storage in memory for undo/redo, as well as for lower-sized packets and proper remote tile undo/redo with editor remote level networking.
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Commits on Oct 22, 2024
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Commits on Oct 24, 2024
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