Un-inverted Camera (horizontal) pan.
ITransformable.Name
was renamed to MeshName
Prop Name
was addded to SceneEntity as a hierarchy label.
TerrainEntity: SceneEntity
Terrain uses a .tif with an alpha layer embedded
If a terrain exists in the scene, grid based placement is replaced with terrain based placement of objects.
- Alpha channel is height map
- RGB channels are texture data
- Terrain is locked to the custom Terrain Shader
- Terrain Shader is not selectable by other meshes
Scene graph is represented in a TreeView.
- Nodes can be drag/drop parented and will move / scale with parents.
- An Object in the scene can be selected in the tree.
- Selection root (first selected) in the scene is selected in the TreeView
- Right click context menu (delete)
- Deletion of a parent will delete children
Drawing Mode can be switched between wireframe and shaded with a dropdown button.
Gizmo pivot mode can be selected with a drop down button.
Grid can be toggled on/off with a toggle button on the toolbar.
Translate/Scale snapping can be toggled on/off with a toggle button on the toolbar.
Meshes (fbx/png) / Terrains (tif) can be imported/deleted with the import box in the bottom right of the editor.
- Mesh / Terrains can be imported.
- Mesh / Terrains can be deleted (removes all dependant scene objects)
- Right click context menu (delete)
Detailed mesh/meshpart info is currently available in the bottom right for a selected mesh (part of an unfinished feature)
Save load works for custom terrains assets
Models have their root bone scaled by 0.1f and rotations reset (origin rotation should be frozen by a 3D artist pre-import)
Readonly tags were added to non-editable options
SceneEntites implement INotifyPropertyChanged
for some properties.