* Update a few components to use smart pointers for memory management
* 'final' keyword added to classes
* removed duplicate 'const'
* removed unused code
* Updated render component to store effects directly in a vector
* Use move instead of copy
* make pointers const
* attribute tags
* nitpicking
* delete default effect constructor
* Added a vector size check to the RemoveEffect() function
* use empty() instead of size()
* Visiblity and effect records
* Recorder will catch effects from behaviors
* Documentation for setting up a scene to play automatically.
* Documentation for server-side preconditions.
* Components: Make ComponentType inline
Prevents the next commits ODR violation
* Components: Add new components
* Entity: Add headers
inline script component ComponentType
* Components: Flip constructor argument order
Entity comes first always
* Entity: Add generic AddComponent
Allows for much easier adding of components and is error proof by not allowing the user to add more than 1 of a specific component type to an Entity.
* Entity: Migrate all component constructors
Move all to the new variadic templates AddComponent function to reduce clutter and ways the component map is modified.
The new function makes no assumptions. Component is assumed to not exist and is checked for with operator[]. This will construct a null component which will then be newed if the component didnt exist, or it will just get the current component if it does already exist. No new component will be allocated or constructed if the component already exists and the already existing pointer is returned instead.
* Entity: Add placement new
For the case where the component may already exist, use a placement new to construct the component again, it would be constructed again, but would not need to go through the allocator.
* Entity: Add comments on likely new code
* Tests: Fix tests
* Update Entity.cpp
* Update SGCannon.cpp
* Entity: call destructor when re-constructing
* Update Entity.cpp
Update Entity.cpp
---------
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
* Update AMFDeserializeTests.cpp
Redo Amf3 functionality
Overhaul the whole thing due to it being outdated and clunky to use
Sometimes you want to keep the value
Update AMFDeserializeTests.cpp
* Fix enum and constructors
Correct enum to a class and simplify names.
Add a proper default constructor
* Update MasterServer.cpp
* Fix bugs and add more tests
* Refactor: AMF with templates in mind
- Remove hard coded bodge
- Use templates and generics to allow for much looser typing and strengthened implementation
- Move code into header only implementation for portability
Refactor: Convert AMF implementation to templates
- Rip out previous implementation
- Remove all extraneous terminology
- Add proper overloads for all types of inserts
- Fix up tests and codebase
* Fix compiler errors
* Check for null first
* Add specialization for const char*
* Update tests for new template specialization
* Switch BitStream to use references
* Rename files
* Check enum bounds on deserialize
I did this on a phone
Clean up macros
more tomorrow
Cleanup and optimize CDActivities table
Remove unused include
Further work on CDActivityRewards
Update MasterServer.cpp
Further animations work
Activities still needs work for a better PK.
fix type
All of these replacements worked
Create internal interface for animations
Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
* breakout the component types into a scoped enum
tested that things are the same as they were before
* fix missed rename
* fix brick-by-brick name to be crafting
because that's what it is