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License: MIT License
"The Vim of game engines"
License: MIT License
As a level designer
I want entities with camera components to be visible in the editor
So I know where they are by sight.
As a user
I want to be able to execute commands directly from the command help/list
So I don't have to remember/assign keyboard shortcuts for everything.
As a level designer
I want a button to enable/disable mouse control in play mode
So I can switch to other tasks during play mode without sending input to the simulation.
As a developer, given I'm looking at the command/action list, I want to assign a key combination to the action, so I can add shortcuts for actions.
If no project dir set on command line, show all projects created through editor and the sample project.
As a developer, given I've selected an entity in the map editor, I want to save it as an archetype, so I can duplicate it in multiple maps.
Requirements:
Multiple entities can be saved as an archetype (allows saving hierarchies).
Should come from a template that adds boilerplate code. Projects go to a subdirectory of main engine project "projects", each project is added to the main cmake project.
As a level designer, I want entities in hierarchies to be nested underneath their parents in the entity list view, so hierarchies of entities are easier to understand.
As a level editor
I want to change the inspector panel's width
So I can see all its contents.
Dependent DLLs are not copied to the Conan workspace build folder.
As of writing these are TBB and OpenMesh.
May require conan-io/conan/issues/5869
Display contents of project assets directory, recursively.
As a programmer, I want to new component types available when I recompile my game library, so I don't have to restart the editor to add new components.
As a developer, I want to save a pose, so I can reuse poses for multiple transform hierarchies.
Transform Hierarchy: The tree of entities with the Transform Parent component that share the same common ancestor.
Pose: A set with a transform for each entity in a transform hierarchy
Provide:
Action to save selected entity's transform hierarchy's pose to a .lmpose file
Action to load a .lmpose file into the selected entity
Transform hierarchy should be checked to match the structure of the loaded pose.
Do not require manual saving, just serialise any changes into the file.
There appears to still be a save_map_msg in the flow graph and upon deleting the registry therein, one of the pools throws an access violation while being deleted.
If an exception is thrown in the run function, the promise the calling thread waits on will never be fulfilled.
Add unit tests that a function that throws will not lead to infinite hang.
As a developer, when I recompile my game library, I want the simulations to be updated, so I don't have to restart the editor to test the simulations` changes.
Given I have an entity with a static mesh component selected
I want to go to the mesh editor for the mesh component's mesh
So that I can edit it
Given I'm adding a new entity
I want to see "Light" as an option
So I can add a light to the map.
As a level designer
I want to mouse to disappear during play mode with mouse enabled
So I can move the mouse freely without hitting the boundary of the editor window.
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