Duion wrote:I will test through the features when I get some time and see if it feels useful, does this also overwrite the overall theme?
Would you want to integrate this into my game? Then you would have your first user and I can tell you about issues while working with it. But it should be stable enough that you still can build levels with it and not break anything else in the game.
You are welcome to give it a try, like I said there's still a lot of work to be done but I'd say that maybe 95% of Stock Editor features are working stable so it "could" be use as an editor for your game. Also it's really simple to switch back to stock editor if you are facing and issue. Just need to remove tlab folder, put back tools folder and change the tools folder in main.cs. I haven't tested yet to run the 2 editors at same time, it was one of my goal to remove any conficts between the 2 editors structure.
Duion wrote:does this also overwrite the overall theme?
Note sure exactly what you mean, but it's a complete restructuration/reorganization of the scripting. So, TorqueLab is completly independant of Torque Editor, it's why I decided to name the folder tlab rather than tools. But since the source code is refering to some images in tools folder, I had to keep the tools folder with only the code referenced images. I want to limit the code changes to minimum (I'm planning to make a "extended" TorqueLab version which would have much more code changes for better features). Yesterday, I have work on a TorqueLab branch on my Torque3D fork that list the minimal code changes needs which fix an submenu issue for the menu bar and also allow the RoadEditor/RiverEditor node manager to work by setting a selected node from script. The ForestEditor Global scaling also need a new variable in code. You can see the changes there: https://github.com/GarageGames/Torque3D ... :TorqueLab
Duion wrote:But it should be stable enough that you still can build levels with it and not break anything else in the game.
I think it's stable enough to be used to build levels, I still recommend to backup your level files for the first test releases. If you have any issue, I'd like to know about them so I can fix them. Thinking about it quickly, the only thing that worry me is the .forest file, I will review the script today because I think it save the forest to [MissionFileName].forest by default but I'm not sure if I added a check to see if there's already a different .forest file used. I wrote it related to my T3D naming habits at start but now, I need to make sure it work for any setup.
Nils wrote:I see some solutions to existing problems with the stock GUI!
Thanks for your feedback. I'm just curious to know what solutions you see?
And while you are already working on the editors you can look at JeffR's work, he is working on editor related things, maybe you can integrate his sketch tool: https://github.com/Areloch/Torque3D/tre
then you would have one more really cool feature.
He is also working on lighting propagation volumes and taml asset management, no idea how far he is with that, but I think it is also editor related.
Maybe you could cooperate and integrate it all into one.
Thanks for letting me know about the JeffR Sketch Tools. In current TorqueLab, the stock ConvexEditor haven't been updated since I tought it needed a major update to be effective. I will have a look at Jeff work and would add it to TorqueLab if it's working fine.
I will also have a look at any other interesting custom T3D tools available to possibly make them compatible with TorqueLab. This is one of the reason I reworked the editor structure, to make it modular and simple to add remove plugins. Installing and removing plugins would be as simple as pasting/deleting a folder. I still need to clean up the scripting and once it's cleaned, I would work on a documentation explaining how to make a TorqueLab plugin.