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Add support for including map/game saves in replays. #6189
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That one's very good, but some parts are heavily conflicted with #6166. Probably would be better to take your version tho, so I encourage you to keep developing this! Also we probably should somehow cooperate on who does what changes and how |
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#6166 I updated my PR to have more info in Technical Details part. I plan to create a file structure in which all systems can save their own files to, so it's a .zip archive with a bunch of files and |
Ah my bad, I should have had a proper look at the already open PRs before working on this. I've been rather inactive and hadn't noticed that PR had been created. I'll take a look it tomorrow, for now I need sleep. |
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shouldve looked harder at the thousand open prs yeah shame on you |
Alas, not sure I can use that excuse for engine PRs, I was just too focused on implementing my replay idea to bother checking open PRs |
This PR adds some new methods to make it easier to include map/game saves in replays. Specifically it:
IReplayFileWriter.WriteYaml()to make it easier to write yaml documents. This could already be done withWriteBytes, but this is more convenient.MapLoaderSystem.TrySerializeAllEntities(), which will attempt to serialize all entities to a single yaml file.ActorComponentas an "UnsavedComponent"ActorComponent.PlayerSession, so I consider this more of a bugfix and not a breaking change.