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Technical debt #330

@eugeneko

Description

@eugeneko

Aggregate issue for all the stuff we need to do but too lazy to create new issues

General:

  • Rename UTs for better consistency
  • Add UTs for ModelView morphs and geometry types
  • Add UTs for subattribute names lookup
  • Revisit legacy URHO3D_TESTING macro
  • Use ConstString more often
  • Refactor command line parsing
  • Revisit StateManager and make it compatible with new Editor plugins \
  • Update copyrights
  • Move static utility methods from Node

Editor:

  • Drag&drop files into Resource Browser
  • Double click to focus
  • Range selection in Resource Browser
  • Copy-paste in Resource Browser. To OS as well?
  • Extract code to ResourceBrowserWidget
  • Preview Materials
  • Preview Animations in AnimationController?
  • Texture Inspector
  • Particle Editor
  • Texture atlas utils
  • Preview Drag&drop
  • Preview Models
  • Preview Texture
  • Drag&drop resources into scene
  • Revisit plugin discovery and handling. This should fit with .net developmentworkflow
  • Not every viewer should be opened by default
  • Move the CoreData to Editor and Player assets, the game shall only have Data folder. This way is easier to update shaders, etc.
  • revisit asset delivery (NPM packages or alternatives, how to handle various target platforms, etc)
  • Hot key bindings and hints (display hot key next to UI button if shift/alt/ctrl is pressed)
  • Delete button should not delete nodes when textbox is in focus
  • Unknown component handling (editor should be able to load and save correct scene file even if not every component is known to it)
  • Prebuilt editor available from github releases page
  • When editor creates a new project it should populate c++/c# project structure too
  • Snapping to grid (i.e. when moving from 0.021 it should snap to 0.0 and 0.1, not 0.121)
    Ability to open prefab from a button in the inspector

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