
Complete list of implemented features:
- project loading/saving
- assets window
- entities window
- property editing. All by in-game 3d ui with undo/redo.
- import of 3d models from FBX file by Autodesk FBX SDK
- tracing of landscapes by tracing of heightmaps (faster then tracing actual geometry)
- assigning of materials, scripts, audio files to objects by dragging from Explorer or Assets window
- Scripts - editing by Notepad, assigning to object, removing.
- Depth Pass before Geometry Buffer Pass, for Deferred Shading
- Current insertion position, for cut-copy-paste
- Auto reloading resources are implemented for the Editor. Scripts, textures, models
- (by background thread, thus not stopping work), shaders are loading automatically after switching from editing application (Photoshop, 3ds max etc) into Editor.
- camera manipulation - zoom to selected objects, top, bottom, left, right, front back view of selected objects.
- UI for edit assets in external application (defined by OS) - opening resource location in the Explorer, import from Assets window.
- gizmos, for rotating, moving scaling
- context menu - cut- copy -paste, Run from here, edit material
- deferred shading finally restored.
- shadow maps restored
- landscapes by clipmaps
- translation and rotation of entities by mouse with restriction by selected axis (x, y, z).
- local - world coordinate system for objects