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Saving prefabs.

One valid 2 level prefab ready to be added to the collection.
The prefab builder is done. Had a run in with shallow copy problems at one point. It's something I knew about from a previous project, but completely forgot about this time around. I'll have to check the code for the main game to make sure I've not let the same problem creep in there. Sometimes I forget things just as fast as I learn them!

Right now you can save prefabs (as long as they are valid) in to a local dictionary, and then browse through them to edit or just check them out. Once you're happy with what you've got you can save them to an external file. I haven't written any code for loading prefabs from the external store yet, but I guess I had better. If I somehow save a prefab which has an error (the key for a locked door is one the wrong side of the door for example) I'll need to be able to find and delete it from the main store of prefabs. It would probably also be a good idea to include some way of getting prefab names from in game when play testing so people can report broken prefabs and I can check if it's really broken or whether they just couldn't find the secret door.


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I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.

Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.