This time the video is about the Rig Editor. Like the last one this video tries to give an insight in how things are done and how the editor works. Since the video issue with ModDB is still unresolved it is recommended to watch the video on YouTube. So without more words here the video.
As always feedback welcome and will be gladly taken into account for the first release.
Work continued on improving the editors. The Skin Editor received a performance improvement for skins with many textures. This way editing should be more responsive even on ATI cards.
Also improved the Game Project handling. The IGDE has now the official game project directory ~/deprojects. The IGDE has now a better start-up dialog with a little wizard to help create a new game project. That one will be improved further before the first release. In particular game projects can have now besides the project game definition file one or more base game definitions. This allows modders and addonners to better work with game projects and other mod/indie projects. You can for example have a game X with a total conversion Y and a mod pack Z you want to modify. So you can add the game definition for X, Y and Z in that order and start working on your project with all the base game definitions merged and ready for use. In particular the IGDE provides an own game definition file that is automatically provided as base to projects. This file contains various testing stuff only existing in the editor. This keeps game projects tidy while allowing to add more testing stuff easily in the future. For this the shared IGDE data has been reorganized and reworked to provide a better starting ground for new projects.
Besides this I've also modified all Drag[en]gine specific file extensions. They are now all of the form *.de* providing name-clash free file extensions that should not get in conflict with other applications being it games or not. So you have now *.demodel, *.deskin, *.derig and so forth. This way it is clear what is a Drag[en]gine specific file format and which are standard file formats.
Last but not least I've upgraded the python scripting module to python version 3.x . This means in particular that for creating a game project with python as scripting language a 3.3 upwards python installation is now mandatory. It's better to start right away on Python 3.x with a new project than 2.7 ending up in porting hell later on.
Next up is the animator editor video besides more engine work. More to come in a weeks time :D