Fixed syntax errors with GridHighlighter skeleton code.
Moved all project dependencies into the project directory so that the whole project can build independantly. (OSX only so far)
Added in LuaBind headers and libraries.
Created LUA bindings for some initial c++ classes. Started preparing app code for a LUA driven component system. Pulled in some more boost deps. Removed some redundant libraries.
Fleshed out ScriptDef. Assets definitions are now checked recursively on engine load.
LUA scripts are now executed at startup and print error messages.
Got a log function in LUA working.
Got a YAML parsing library working in LUA.
Fixed some really annoying bugs with binding. Can now load some basic data structures from a YAML scene file.
Ported over camera code to LUA using new component system. Fixed a lot of binding bugs.
Ported most the code from GameGrid.cpp into GameGrid.lua. Can scroll around a grid of textures of a size defined in the scene file.
The asteroid is now rendering correctly and all with Lua scripts.
Lua powered game cursor is working. Added unique ids to gameComponents. Many other bug fixes.
Added some more lua local keywords that were missing.
Grid cursor now highlights grid squares and can be dragged out to a grid area.
Made the grid cursor a bit easier on the eyes until a nicer rendering method is implemented. (i.e. tiling)
Cursor now moves back to the correct position when mouse button is released.
Can now toggle tiles but there are depth and occasional protection faults.
Fixed protection fault exceptions by changing using shared pointers with GameObject and GameComponent objects.
Changed the selected tile color to red so it can be distinguished.