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Spirit Editor

BUG: doodads have standard and ext material on !!??!?

  • fix splat eyedropper.. ?

// MODEL ISSUES

  • build city vessara
  • build the orcish horde cities / encampments (need tents, palisade walls , etc )

mdungeon walls and mdungeon balaster need to be 4x4 to match the tilesi like

need to UV wrap the knnight AND floor tiles

slightly lower the height of the stairs

// ------

  • BUG: Duplicating an asset of a prefab should make the local transform match... not put it way the helll out

  • build a system that , when meshes are loaded, will tell me if they have texcoord 2 in a warning

Figure out 2024-10-24T21:30:00.740142Z WARN bevy_gltf::loader: Unknown vertex attribute TEXCOORD_2

bevy_material_tool::material_name_map: registered material name is causing crash !

  • need to make it use a better strat in V15! *** MaterialName component thingy

  • move prefabs to game assets + load from artifacts

  • The way that material name importing works FOR MATERIAL SWAP is borked.... the way it uses hashmap ? (use the new built in GltfMaterialName comp in next bevy version )

  • I want to use the same glb file for multiple doodads

  • in the next versiion of bevy, try to use the built in GltfMaterialName comp to fix this .

  • if a custom props component ever has a 'target_unique_name' then look for the thing w that unique name.. add a component for virtually linking

    //BUG: loading model twice + override breaks materials

  • bug: cant select units ? BUG : painting terrain makes it invisible ?

BUG: Gizmo local offset is busted for making prefabs

  • synty swamp has an issue with texcoords ?

Immediate todo

  • improve look of house trim !

  • need to build prefabs at 0,0,0 until gizmo is fixed..

  • if a prefab is Saved, refresh other ones like it

  • onc a prefab is placed, reset selected prefab

  1. add a transform offset to a zone

  2. translating a prefab child should put the gizmo in the correct spot ... (bug in bevy_transform_gizmo)

  • add visual grid snap dimensions (0.14 has grid gizmo)

  • remember can handle controls better by using bevy_editor_pls/src/controls.rs

  • allow for disable shadows in editor ??

  • add doodad bundles (house)

  • add snap dimensions

  • when cloning an asset, auto select the new clone

  • clean up code / refactor (pls as base ? ) (less hacking of hierarchy ?)

LATER

  • BIG upgrade to UI -- put ui tools in Root and get rid of egui (PLS)

-build a separate ActiveZone window (click to select active zone) - dont use hierarchy for this

bugs