This issue shall report a method to restoring the state of an animation ingame.
A proper undo/redo system shall have the following properties:
- A configurable limit. For example, we can store at least 50 states in singleplayer, and around 10-20 states in multiplayer
- The states that changed for the selected entity/group
- UI to inform the state change
State storage
For undos and redos, we shall store the following changes to state:
- Record Keyframe
- Move Keyframe
- Copy Keyframe
- Update Easing/Interpolation
- Entity creation/deletes
I think these are a good basis for newer versions. Entity creation/deletion, however, adds a complexity that should also inform the first four bulletpoints related to keyframe operations
This issue shall report a method to restoring the state of an animation ingame.
A proper undo/redo system shall have the following properties:
State storage
For undos and redos, we shall store the following changes to state:
I think these are a good basis for newer versions. Entity creation/deletion, however, adds a complexity that should also inform the first four bulletpoints related to keyframe operations