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- Test custom resources:
- - Can I load them? (Will likely need ProjectLIbrary::load)
- - Can I reference them in Component and will the reference be held after after cloning?
- TODO:
- - Add SceneObject fields (Name, Position, Rotation, Scale and optional switches between world/local)
- - Properly hook up UndoRedo, for both in-field and object-wide changes
- - How do I track Ctrl+Z and Ctrl+Y keys? And in general how do I distinguish when I send
- input to the game and when to the editor.
- - GUIColor needs to be hooked up to a window that actually changes its value.
- Polish (SECOND PASS - LATER):
- - Add a dictionary inspector.
- - Check Unity Full Inspector addon for inspiration on how it should look: http://forum.unity3d.com/threads/full-inspector-inspector-and-serialization-for-structs-dicts-generics-interfaces.224270/
- - Add icons to array clone/delete/up/down buttons
- - Add support for multi-rank array inspector
- - Add tabbing between fields
- - Clicking on an object/resource in inspector should ping it in their window
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- A way to close a window & destroy a GUI panel!
- - Will likely need to refactor ScriptEditorWindow as currently it performs initialization
- in constructor and destroy in destructor, but open/close will be called within its lifetime
- - Also a way to get notified if the window gets closed from C++
- - Once closed the referenced GUIPanels should no longer work (set "destroyed" flag?)
- - What about calling Destroy on a GUIPanel?
- - It should notify owning EditorWindow
- - IMPORTANT: Right now it seems there is Internal_Destroy method on managed GUIPanel but it isn't hooked up to the script
- Ensure that setting depth for GUIArea works properly. It's not properly implemented yet.
- ----------------------
- Non-inspector:
- - Deleting first entry in input field moves the cursor incorrectly
- - ProfilerOverlay elements are constantly dirty? even though I'm not calling update
- Undocking a window wont remove the tabbed title bar
- While dragging an undocked window, dropping it over the main window (not over dock overlays) will not restore it
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