Okay so i got stuck for a while on a loading and unloading problem for a bit but i think i have it sorted out.
To explain - in the editor each object is loaded in a simset. This simset is named the same as the object such as sprite, compositesprite, scroller etc
All the simsets were created when the particular object was created so when you did this it created the sprite simset. The way i was trying to load up objects was to already have the simset loaded and then assign them to it as they are read back in. This wont work as long as you have a simset object already created. My own stupidity got me stuck on this one. Previously i was loading saved scenes through the console, at this point i had an object automatically being created because i was also testing out autosave, and auto load upon relaunch. This was creating the simset before a new scene could be loaded. So not only do i have it changed so we don't have to load scenes in through the console, i also have a new script in place that deletes these simsets if they are present. So if you load up a scene that new scene creates the simsets along with the objects that were saved, along with all their saved attributes.
At the moment a module is really just a place marker in script until the module is exported. All assets are loaded as assets of the editortoy so in their associated taml file the file name for example would be EditorToy:ImageName. Upon export of the module this is changed to your module name.
CompositeSprites: Almost completely finished off but unfortunately they will need some further work. The problem i am facing is i have no way to load work previously done by a user into the composite sprite again. for example: Say you are working on rect layout for a tilemap say, you would choose a width in sprites and a height in sprites say 10 x 10. Then you load in your assets into a paintmode that allows you to change the default rect texture to whatever imageasset you have selected in your palette. This is a very easy and comfortable way of editing composite sprites.... until you decide after your work is done that you need a 10 x 11... then you have to start over from scratch. Granted you could just add another composite sprite for the extra row but there has to be a better way. and one way i was thinking of doing it was making a tilemap designer specifically for it. Instead of loading up a composite sprite it will load up a number of shapevector squares. These squares will be used to number the sprites that are painted over the top of them. These shapevectors will never be able to be changed and they will have an id number. This id number is assigned to whatever sprite you choose to paint over the top of it. Now if u change the row and column count the shapevector count will update and will be assigned a new number (much like it does in the imageasset viewer function) then each sprite will be checked to see if it's id matches the id of the shapevector at the same position. Then when u click create each sprite is iterated into a simset by name then placed into a composite sprite in that same order but positioned based on the id. because object 0 should always be the top left, once we know the number of columns and rows it should be easy to figure out the positions of all other sprites.
I haven't even begun working on a designer as it is just a concept at the moment but the basic composite sprite painting is working, but takes some planning before you start, and i'm not that disciplined i want to get into it and start drawing and figure things out later lol. Granted it shouldn't take too long to just do a composite sprite over again if its only a 10 x 10 but if your working on say 100 x 100 level. Tensions will rise if you have to start that all over again. The option to add or remove rows and columns to a compositesprite without losing all your hard work is a must.
Good things to come! Watch this space