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Just showing off my progress so far since the last shaders video (2 months ago). Remember that this new branch of SonicGLvl is a complete re-write from scratch, so this version of the editor does not have as many features as the last stable version just yet. Currently I'm trying to finish everything that is related to object layout editing, and once that's done, focus on everything that has to do with Terrain/GI/Materials.
Features that have been worked on since the last video:
- Object Palette and Object Placement
- Object Property Editing: Only common properties will show up if objects of multiple types are selected, and they can all be edited at the same time, making stuff like enabling shadows or tweaking ranges much easier.
- Object Property Interfaces: Each property type is being given much more control with its own type of window pop-ups when editing. Vector and Vector Lists have nodes that show up in the main Viewport and can be dragged around, changes to properties can be easily undo/redo'd.
- Visibility Toggles for Collision/Objects/Terrain
- Graphical Options and (partial) Framebuffer effects support: stuff like water/glass refraction shaders works now.
- UV anim support: animated textures such as sky, objects, waterfall, etc.
- WIP Camera Manager with priority system to handle camera previewing along with transitions as accurate as possible. Still in very early stages, but with enough research into the cameras, it should be possible to get good playback.
- Havok Skeleton and Rigging support for the .model files used both in templates and the ghost. Previously the Ghost's model was just a custom Ogre .mesh. Now it uses the original chr_Sonic_HD.model, which is why his shading looks pretty similar to in-game.
- Omni lights support. Now stages like Chemical Plant with its multiple colored lights look much more accurate.
- Gizmos have been reworked to move much more accurately.
- Paths now properly use the tangent vectors included in the game to give an accurate and smoothly curved representation of the splines in the editor. They're also colored differently depending on their function (2D, Quickstep, Dash, Guide, Grind Rail).
- The ghost attempts to keep track of when it goes through mode changers or objects that affect its current movement mode, since it's pretty much needed to get accurate playback of the cameras. Whenever the player is not affected by a camera, it will try to use the "default" camera that the game calculates for it based on the current movement mode. (If it's in 2D, it'll change to be a sideways camera, in 3D it's a forward camera, etc.)
As always, update coming out "When it's Done" (tm) and once it reaches feature parity with 0.5.7.
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