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Hi, I have started to use the editor to assemble test scenes for my project so I have now noticed some bugs and can give some suggestions for the editor.
Version used: 5.0.0 from dev branch last updated 26 Oct 2025.
All the models in the project are in .obj format.

  1. There seems to be a bug with entity selection. If I select an object after opening my scene, then more than one object is getting selected:
    image.thumb.png.187b8e785bbbde2950226c04d0462816.png
    Ctrl+A an one LMB click on empty area of the scene fixes it.
  2. There seems to be a bug with visualization, some objects appear filled when they have to be drawn with outlines only after the scene is opened:
    image.thumb.png.c46feb2c76a384157ceb3bccac7ab70c.png
    The pink models are room0.hull.000 and room1.hull.000, both have render layers set to 16.
    Ctrl+A an one LMB click on empty area of the scene fixes it.
  3. When I use Entity::SetMaterial on model entity, then the material is applied for all the models of this kind placed in the scene (just as if you'd changed the model material inside the editor). In contrast, Entity::GetMaterial will return nullptr in this case (of course, because a model can have multiple materials and different materials for different LODs). I get where this behavior comes from, but it is quite ambiguous. Maybe an Entity should not have material-related methods at all or maybe these methods must be renamed?
  4. I expect to have an ability to place into the scene two entities of the same model with different materials applied to them.
    Or an option to have two separate models which share the geometry but have different materials in the project.
    I'm not quite sure that it's possible now even through the code as I guess that a Copy method will also make a copy of mesh geometry.
  5. Decimal presentation of "Render layers" field is uncomfortable. It should have a "0b" notation or ultimately a checkbox list of predefined layers with custom user defined names.
  6. I have a custom shader that uses other camera render target output as a texture. It would be very handy for me to have some kind of a dynamic texture asset in the editor, so that I can reference it from all the materials that use this shader and then assign an actual texture to in only once during the game initialization.
  7. I also have another custom shader that uses a "variable texture" which is unique for each entity. I have no idea if common-use editor can make my life particularly easier in this case, but number 4 must definitely be addressed, so that I can at least set different materials to them without making model duplicates first.
  8. Model entity unique id is regenerated every time you make changes to the model. It's quite annoying in a small project while iterating on it and can lead to serious bugs which are hard to notice in huge projects.
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