Just watched the vid, and wanted to say:
<3
Duion wrote:Just make notes while you change or implement something, you don't need to write a full documentation, maybe someone else will help out with it, but people need to know where to start.
JeffR wrote:Just watched the vid, and wanted to say:<3
chriscalef wrote:Wow, yeah, I'm sorry to say I hadn't really followed this thread before even though I saw it come up, but great work on this! Very impressed. Looking forward to using it.
Mud-H wrote:Yeah, I fully understand but I have a time issue... As now, I have nothing documented, I started something a while back but never found the time to extend the document. My current priority is to make the editor stable and adapted to my projects needs. TorqueLab is now quite stable and it's why I decided to start moving forward to v0.5. (That doesn't mean much like that but It's a major step from my point of view). I will try to start documenting the new/changed features soon and also tell a bit about my future plans.
For now, I need to finish the scripts cleanup and make a uniform UI layout, after that I should be able to focus on a possible Public release with a basic guides to help the transition from the standard editors for those willing to take the risk![]()
It take a lot longer than anticipated, at start I tought it would have been done in 1 month or so... I'm really bad in estimating development time but TorqueLab is a lot more complex than what I had in mind at start.
And your feedback and suggestion are always welcomed. I started watching videos about CryEngine editors and it's giving me a lot of ideas for the future.
Janders wrote:Why isn't this the default editor already?
Janders wrote:Sketch tool; Be able to move vertexs independably, be able to control size and rotation numerically, be able to make it (or not) collide or be renderable, be able to move pivot point.