Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312015-05-05T10:22:11ZTracker
Redmine Doomsday Engine - Feature #2035 (New): Map lighting editor (volume, surface, and point sources)https://tracker.dengine.net/issues/20352015-05-05T10:22:11Zskyjake
Rethinking and extending the old bias light editor (<a href="http://dengine.net/dew/index.php?title=Bledit_(Cmd)" class="external">bledit</a>), the map editor should include a mode for editing the lighting of a map.
<ul>
<li>Volume lighting is the traditional sector-based lights.</li>
<li>Surface lighting is where planes and walls can emit light (e.g., sky ceilings, glowing lava).</li>
<li>Point lighting is for the (semi)static vertex-based lighting ("bias lights"), dynamic light sources, and other light sources suitable for shadow mapping.</li>
</ul> Doomsday Engine - Feature #2033 (Progressed): Runtime map editorhttps://tracker.dengine.net/issues/20332015-05-03T21:51:34Zskyjake
<p><strong>This is a parent issue covering the topic of runtime map editing.</strong></p>
<p>In the long term, the aspiration is to have a fully fledged map editor built using <code>libappfw</code> UI widgets, allowing the creation and editing of individual maps, hubs, episodes, and intermission animations. Having a built-in editor is vital also for extending the capabilities of the map data, for instance allowing true 3D structures.</p> Doomsday Engine - Feature #2032 (New): Game world debugger/inspector sidebarhttps://tracker.dengine.net/issues/20322015-05-03T21:40:35Zskyjake
<p>When debugging gameplay issues, it would be helpful to see more information about objects visually in addition to just ID numbers overlaid on top of the game view.</p>
A new sidebar could be added as a debugging aid, for both developers and map authors:
<ul>
<li>Add persistent "watches" on specific objects and surfaces, to see information boxes displaying their state.</li>
<li>Highlight when values change.</li>
<li>Trigger a breakpoint when a certain value changes (?).</li>
<li>Edit state values on the fly (?).</li>
</ul>
<p>This would essentially be a GUI for the <code>inspect*</code> console commands.</p> Doomsday Engine - Feature #1996 (Progressed): Engine-managed "map spot / point of interest" mecha...https://tracker.dengine.net/issues/19962015-03-13T15:53:51Zdanijdanij@dengine.net
<p>A fundamental requirement for runtime map editing. The engine should provide a mechanism for managing map spots used by the game(s) for spawning map-objects (and various other purposes).</p>
<p>Currently a fairly clunky mechanism is used to make this info available on game side (the "GMO" API) for this purpose. This should be replaced with an engine-managed mechanism for managing map spots.</p> Doomsday Engine - Feature #1698 (New): Editor for particle generatorshttps://tracker.dengine.net/issues/16982014-01-03T12:36:04Zskyjake
There should be an in-game editor UI for designing particle effects.
<ul>
<li>Adjust parameters in real time.</li>
<li>See how the generator works with different triggers.</li>
<li>Create animation stage sequences.</li>
<li>Select particle models/images.</li>
<li>Export the definition as text.</li>
</ul>