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Description
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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