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@@ -54,17 +54,16 @@ Polish
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Ribek use:
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Ribek use:
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- Hook up color picker to guicolor field
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- Hook up color picker to guicolor field
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+ - Component inspectors for: Camera, Renderable, Point/Spot/Directional lights
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+ - Resource inspectors for: Material, Texture, Mesh, Font, Shader, Script Code, Plain Text, Sprite Texture, GUISkin, StringTable, Prefab (just something basic for now)
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- Test release mode
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- Test release mode
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+ - Order top-level menu entries according to priority and set valid priorities
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Other polish:
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Other polish:
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- - Component inspectors for: Camera, Renderable, Point/Spot/Directional lights
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- - Resource inspectors for: Material, Texture, Mesh, Font, Shader, Script Code, Plain Text, Sprite Texture, GUISkin, StringTable, Prefab (render something similar to SceneObject inspector?)
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- C# interface for Font and SpriteTexture
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- C# interface for Font and SpriteTexture
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- Add menu items:
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- Add menu items:
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- - Edit: Undo/Redo, Cut/Copy/Paste/Duplicate/Delete(need to make sure it works in Hierarchy, with shortcuts), Frame Selected, Preferences, Play/Pause/Step, View/Move/rotate/scale
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+ - Edit: Cut/Copy/Paste/Duplicate/Delete(need to make sure it works in Hierarchy, with shortcuts), View/Move/rotate/scale
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- Game Object (also add to context): Create(Empty, Empty Child, Camera, Renderable, Point/Spot/Directional Light), Apply prefab, Break prefab, Revert prefab
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- Game Object (also add to context): Create(Empty, Empty Child, Camera, Renderable, Point/Spot/Directional Light), Apply prefab, Break prefab, Revert prefab
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- - Also create helper objects: Cube, Sphere, Plane, Quad, Capsule, Cylinder
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- - Help - About, API Reference (link to site)
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- Add temporary icon textures too all icon buttons currently containing only text so that Ribek can modify them
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- Add temporary icon textures too all icon buttons currently containing only text so that Ribek can modify them
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- Also add dummy icons to toolbar (New Project, Open Project, Save Scene, Undo, Redo, Basic shapes, Camera, Renderable, Lights)
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- Also add dummy icons to toolbar (New Project, Open Project, Save Scene, Undo, Redo, Basic shapes, Camera, Renderable, Lights)
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- When I expand inspector elements and them come back to that object it should remember the previous state
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- When I expand inspector elements and them come back to that object it should remember the previous state
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@@ -76,32 +75,36 @@ Other polish:
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Stage 2 polish:
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Stage 2 polish:
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- Prefabs
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- Prefabs
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- Game window
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- Game window
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- - Game play/pause/step (+ save/restore objects on play/pause switch)
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+ - Game play/pause/step (+ save/restore objects on play/pause switch) (+ toolbar and menu play/pause/step entries)
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- Resource hotswap
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- Resource hotswap
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- C# script compiling in editor
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- C# script compiling in editor
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- VS integration
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- VS integration
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- When managed exception happens log an error and continue execution
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- When managed exception happens log an error and continue execution
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- Doing a pass over all methods referencing Internal_ methods ensuring they do proper checking on C# side would be good
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- Doing a pass over all methods referencing Internal_ methods ensuring they do proper checking on C# side would be good
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- Game publishing (Build window, collect resources, output exe, default viewport) (described below)
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- Game publishing (Build window, collect resources, output exe, default viewport) (described below)
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+ - Splash screen
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+ - Settings/Preferences window (+ menu entry)
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+ - Console window
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+ - About box - license info and other general info (+ menu entry)
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Optional:
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Optional:
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- When starting drag from hierarchy tree view it tends to select another object (can't repro)
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- When starting drag from hierarchy tree view it tends to select another object (can't repro)
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- Handle seems to lag behind the selected mesh
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- Handle seems to lag behind the selected mesh
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- When resizing library window while docked, selection area appears
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- When resizing library window while docked, selection area appears
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- Move all the code files into subfolders so their hierarchy is similar to VS filters
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- Move all the code files into subfolders so their hierarchy is similar to VS filters
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- - Splash screen
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- - Settings/Preferences window
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- - Console window
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- GUI tabbing to switch between elements
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- GUI tabbing to switch between elements
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+ - Better Prefab inspector - display SceneObject inspector of top-level object, and possibly prefab hierarchy?
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+ - GUI element that shows a multi-select drop down + an editor for Layers used in Camera and Renderable
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- Undo/Redo
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- Undo/Redo
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- CmdRecordSO records an SO and all its children but it should only record a single SO
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- CmdRecordSO records an SO and all its children but it should only record a single SO
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- CmdRecordSO should instead of recording the entire object record a diff
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- CmdRecordSO should instead of recording the entire object record a diff
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- There should be a CmdRecordSO equivalent for resources (probably)
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- There should be a CmdRecordSO equivalent for resources (probably)
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- Add commands for breaking or reverting a scene object
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- Add commands for breaking or reverting a scene object
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- Test & finalize undo/redo system
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- Test & finalize undo/redo system
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+ - Add Undo/Redo menu and toolbar entries to "Edit" menu
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- Update GUISlider so has min/max limits, plus step size
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- Update GUISlider so has min/max limits, plus step size
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- Add Range[] attribute to C# that forces a float/int to be displayed as a slider
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- Add Range[] attribute to C# that forces a float/int to be displayed as a slider
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- - Add "focus on object" key (F) - animate it: rotate camera towards then speed towards while zooming in
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+ - Add "focus on object" key (F) - animate it: rotate camera towards then speed towards while zooming in (+ menu entry)
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- Ortographic camera views (+ gizmo in scene view corner that shows camera orientation)
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- Ortographic camera views (+ gizmo in scene view corner that shows camera orientation)
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- Drag to select in scene view
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- Drag to select in scene view
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- MenuBar - will likely need a way to mark elements as disabled when not appropriate (e.g. no "frame selected unless scene is focused")
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- MenuBar - will likely need a way to mark elements as disabled when not appropriate (e.g. no "frame selected unless scene is focused")
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