A soon as I get a p3d version that has the cursor fixed (I’m on windows xp most of the time, can’t build from the git myself ) I’ll add a ‘tab to jump fields’ and I’ll think of shortcuts… and maybe also make the keys customizable with some config file.
And I think a config file is a good idea, I’ll get rid of all the hardcoded map/buffer/whatever sizes and read that from a config, so in the worst case even if some things won’t be configurable from within a running editor you’ll still be able to change them without having to change a number in 312 different places of the script. But the height/texture scale should be editable from the editor and saved with the map.
The campfire model (both of them) are just placeholders, I’m trying to finally make piece with Blender and that’s the first model I ever made, textured and exported with Blender (and that is a bit sad, giving the quality of the model). Just ignore it
I think I fixed all the shader errors reported… but I probably added some new
The new feature for today are point lights. They are hidden in the “Place objects” mode, under the “Place Collision Solids” tab. You place and scale them just like any other objects, but the hpr controls the color of the light (a bit stupid, but good for now). H=Red, P=Green, R=Blue. You can have up to 10 point lights, the number can be pumped up, but I don’t think it’s a good idea.
As a bonus, there’s an interesting fact - many people (on the internet) say to move as much code from the fragment to the vertex shaders, but for the grass shader there seams to be more vertex then fragments and for me the editor run 2x faster when I moved almost all the light calculations to the fragment shader. Almost makes me wish I could discard vertex… well not on my hardware.
And as usual, I’ve broken the demo
Looks like, there’s at leas one more week of development.