Latest posts
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3D Editor EM2 Delete And Dissolve Context Menu Groups
The context menu now groups Delete Object, Delete Selection, Delete Only Faces / Keep Edges & Verts, Delete Loose Vertices, Delete Loose Edges, and Delete Loose Geometry under Delete >. Dissolve > is visible as guarded/pending future direction, keeping the menu organized for upcoming modeling tools.
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3D Editor EM2 Delete 2.0
The new Mesh2 delete system supports Delete Selection, Delete Only Faces / Keep Edges & Verts, Delete Loose Vertices, Delete Loose Edges, and Delete Loose Geometry. Reports track selected counts, removed/kept topology, boundary kept verts/edges, loose candidates, loose removed/kept topology, final selection clearing, and status messages.
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Gradient Ramp Diagnostics
The diagnostics system tracks window open state, active mode, Ramp Browser visibility, live preview queue, async preview state, startup timing, first OnGUI/Layout/Repaint timing, ramp library load timing, selected ramp detection, preview request/start/complete/failure, blank preview detection, preview sample stats, zoom/pan, ramp folder/counts, EG2 state, randomizer, image conversion, built-in presets, browser cache/filter/preview state, relief settings/build timing, and…
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Gradient Ramp Relief Preview Processor
The relief processor supports Color Only, Relief Composite, Hidden Relief Greyscale, and Relief Lighting Only modes; relief under/over color; many blend modes; Fine/Middle/Rough/Very Rough/Custom profiles; normal/detail/height/slope controls; lighting direction/height/strength; ambient/shadow/softness; brightness/contrast; invert lighting; preview max size; and export color space.
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Editable Gradient Built-In Presets And Ramp Library
The new ramp library has a stronger NHUE naming direction and many terrain/worldbuilding themes including real earth, forest, desert, badlands, alpine, tundra, wetlands, coast, grasslands, rocky/mountain, volcanic/lava, ash/basalt, mineral/crystal, moon/crater, Mars/red planet, alien natural, toxic/radioactive, fantasy/magical, horror/scary, and funny/weird/candy. The zip also adds 14 legacy EG2 preset JSON files.
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Editable Gradient 2 Workbench
Editable Gradient 2 includes editable gradient draft state, terrain preview, pan/zoom preview controls, selected stop editing, gradient stop tools, randomizer panel, image ramp conversion panel, built-in preset panel, save preset, save PNG ramp, Apply to GRE, diagnostics tracking, and last action/result tracking. PNG ramps can be converted into editable stops as a draft before applying.
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Gradient Ramp Editor Ramp Browser
The Ramp Browser includes cached ramp scanning, search, sorting, category filtering, selected ramp details, terrain preview, large preview, assign-to-active-layer workflow, double-click assignment direction, preview mode buttons, side-by-side preview support, relief preview support, and diagnostic capture.
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ColorRampEditor Folder Reorganization
The old color ramp root file was reorganized into Modules/HeightMap/ColorRampEditor with Browser, Diagnostics, EditableGradient, and Relief subfolders. This gives the GRE/Color Ramp system a cleaner architecture for future growth.
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Resource Editor Diagnostics System
New diagnostics files include reporter, snapshot, runtime, diagnostics window, and module diagnostics partials. Diagnostics now track resource selection, browser filter/search/expand state, provider capability, workspace edit mode, inspector route, prefab multi-selection, options state, fullscreen/screenshot state, rectangle selection, live transform, command systems, pending changes, save/apply/revert/undo lifecycle, material preview context, animation/audio state, GUI event counts/repaints, prefab drop assembly,…
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Resource Editor Options Window
The Resource Editor now has editor-specific options including Auto Expand Selection Parents, Auto Reveal Active Selection, Select Parent Containers When Children Captured, Show Multi-Selection Group Bounds, Show Live Transform Strip, Linked Scale Default, Auto Load Material Owner, and Confirm Delete Selected Objects.
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Resource Editor Folder Performance Foundation
The folder/resource panel work replaces dangerous full recursive expand behavior with safer incremental behavior. It includes Expand +1, scoped folder deep expand, deep collapse/collapse all inside, Root selecting Assets and collapsing back, cancel behavior, queue-based incremental expansion, safety limits, per-tick time budgets, Show More rows, cached browser children, cache diagnostics, slowest-folder diagnostics, and visible/hidden row…
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Resource Editor Screenshot And Clean View Workflow
The Resource Editor now has screenshot viewport-only mode, fullscreen preview-only workspace direction, Resource panel hiding, Properties panel hiding, preview toolbar hiding, viewport screenshot copying, Shift+H hide/show selected object, Show Last Hidden, and Unhide All Hidden. This is important for clean website/gallery screenshots.
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Resource Editor Live Transform Type-In
The live transform/type-in system includes move/rotate/scale values, group scale handling, linked/constrained scale, copy/paste transform values, reset buttons, toolbar type-in popups, Move/Rotate/Scale popup GUI, percent scale support, delta controls, target labels, and dirty-session tracking.
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Resource Editor Multi-Selection And Rectangle Selection
The Resource Editor preview host now has deeper selection systems, including preview multi-selection, range helpers, rectangle selection begin/update/complete, click selection, group bounds overlay, selected target labels, and parent-container promotion when children are captured. Options include auto-expanding selection parents, auto-revealing active selection, selecting parent containers, and showing multi-selection group bounds.
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Resource Editor Prefab Hierarchy Reparent/Reorder
The prefab hierarchy gained expanded/collapsed path tracking, inline rename, multi-selection path tracking, drag/drop indicators, drag reparenting, before/after sibling reorder, hierarchy context menus, empty-click behavior, keyboard navigation, Ctrl+Up/Ctrl+Down reorder, and parent auto-expand for selected objects.
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Resource Editor Drag/Drop Resource Assembly
Drop handling now checks whether assets can be dropped into an active prefab session and routes by type. Current handled directions include GameObject assets, Mesh assets, Materials, and AudioClips. The code also blocks recursive prefab drops and supports material drops targeting selected renderers.
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Resource Editor Visual Prefab Construction Direction
The preview host now includes logic for creating prefab session objects, primitives, lights, cameras, audio sources, particles, copying/pasting children, duplicating/deleting objects, toggling active state, hiding/unhiding, auto grouping, and ungrouping. This is not just previewing assets anymore; it is moving toward direct prefab/resource construction inside NHUE.
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Resource Editor Component Command System
A new component command layer supports Add Component, Remove Component, Toggle Component Enabled, Reset Component, Copy Component, and Paste Component Values. This pushes RE closer to a real prefab editing workspace because prefab editing needs component workflows, not only object transforms.
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Resource Editor Prefab Command System
The Resource Editor now has a stronger prefab command layer covering Create Empty, child/parent creation, primitives, lights, cameras, audio sources, particles, copy/paste, duplicate, delete, reset transform, frame selected, active-state toggles, hide/show, auto group, and ungroup. The important direction is that these commands route through a shared prefab-safe system instead of isolated buttons.
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Surface Forge Gallery Screenshot Pass
Use clean UV layout and 3D checker preview shots once the next Surface Forge visual pass is ready.