One of the code systems that is getting totally replaced is the inventory system. Why? Well,
this. You can literally open any of these inventory files and find code that doesn't explain itself. Code that uses ambiguous variable names. Basically,
shit, unmaintainable code.
This code is also tied very harshly into our old GUI system, NGUI. Which in the next update is completely replaced by our new system of choice, DFGUI. (Which will probably be replaced again by Unity's new GUI system when we eventually move to Unity 5 in a few months (which is why this new inventory code is very much UI agnostic)).
I know what you're thinking. You don't care what the code is like. What does it mean for you? And we agree. It's be a waste of time if we re-wrote a bunch of code and everything was the same. So we are changing things up a bit, making previously impossible things possible. Here's a look at the prototype UI for the new menu.
This is obviously quite early in the development and a lot of stuff is missing, but I think it shows a few things that the new system has that the old one doesn't. It's scalable, so if you're playing in a large resolution, or on the TV you will still be able to see what you're doing. You can queue and cancel crafting items. Text labels are all unicode, which means we can support translations.
The biggest change is that it now uses the new item system, which is enabled by the
new item editor (which is also a WIP).