Planned, active, testing, and completed NHUE work.
A public Trello-style board for tracking Resource Editor work, 3D Editor tasks, terrain systems, website updates, and future NHUE module development.
Planned
20Surface Forge Gallery Screenshot Pass
Capture better Surface Forge UV and preview screenshots for the public site.
3D Editor Planned Format Support
Additional 3D file formats are planned for later.
3D Editor Rigging / Animation Tools
Rigging and animation are planned future 3D Editor areas.
Height Map Extensions / Scripts Menus
Extension/script menu directions exist but are not active systems yet.
Height Map Calc Wizard
A calculation/wizard-style helper is planned for later.
Graph-Backed Modifier Stack
A graph-backed modifier stack is a planned future architecture direction.
Seed Locking / Partial Regeneration
Seed locking and partial regeneration are planned terrain workflow upgrades.
Terrain Signal Graph Integration
Terrain Signals should eventually connect deeper into terrain graph workflows.
Terrain Material Placement Masks
Terrain material placement masks are a future direction for TAM/AMG data.
Terrain-To-Scene Handoff
Moving terrain data into Scene Editor workflows is planned.
Scene Add Component Workflow
Scene Add Component workflows are planned but not fully implemented yet.
Scene Freeze / Isolate / Align Tools
Freeze, isolate, align, and related object tools are planned.
Avatar Creature Parts
Creature Parts are a planned Avatar Editor expansion area.
Avatar Rig / Pose
Rig / Pose is planned for future character workflow support.
Game UI Builder Direction
A future visual Game UI Builder is planned as a Resource Editor growth path.
Release Packaging / Public Build Preparation
Public release packaging and build preparation remain future work.
To Do
8New FTP Terrain Map Showcase
Create more terrain worlds for the Gallery and Development Log pages.
Shared Diagnostics Consistency Pass
Diagnostics are strong across NHUE, but not yet fully standardized.
File Browser / Resource Editor Boundary Cleanup
The File Browser and Resource Editor should keep clearer responsibilities as both grow.
IE2 Legacy Normal Map Cleanup
Legacy carryover should eventually be cleaned into the current IE2 architecture.
Prefab Preview Host
The Resource Editor preview host is powerful but needs future architecture cleanup.
Resource Editor Module Split / Cleanup
Resource Editor should eventually split large module logic into smaller systems.
Scene Presentation / Showcase Polish
Scene Editor needs a prettier public showcase pass later.
Avatar Public Showcase Polish
Avatar Editor needs public-safe showcase polish later.
In Progress
137Shared NHUE Styling System
The shared NHUE style system is active, with more cleanup still needed across modules.
Universal Hierarchy
The shared hierarchy foundation is real and used by major editors.
Resource Editor Visual Prefab Construction Direction
Prefab session creation and object assembly logic is growing into a visual construction workflow.
Universal Inspector
The shared inspector foundation is active and bridges editor-specific selections.
Resource Editor Drag/Drop Resource Assembly
Resource drops can be routed into active prefab sessions with safety checks.
Universal Gizmo
The shared transform gizmo foundation exists and supports move/rotate/scale style workflows.
Cross-Editor Bridge Systems
NHUE has real cross-editor handoff foundations, with more connection work planned.
Send To Editor Routing
The File Browser can route supported files into other NHUE editors.
3D Editor Core Workspace
The main 3D Editor workspace is one of NHUE's largest active systems.
3D Editor Selection System
Object and sub-object selection are active areas of the 3D Editor.
3D Editor Transform Tools
Move, Rotate, Scale, transform center modes, and type-in direction exist.
3D Editor Pivot Tools
The Pivot tab/system exists and must stay compatible with newer modeling work.
3D Editor Create Tab / Procedural Primitives
The Create tab contains a large list of standard, extended, special, track, and vehicle-style primitives.
Modular Skyscraper Generator
The 3D Editor now has a large EM2-only Modular Skyscraper generator.
3D Editor Import / Export Foundation
The 3D Editor has broad and growing import/export support.
EM2 Import / Export Maturity Pass
Editable Mesh 2.0 import/export is becoming a stronger native route.
3D Diagnostics Heavy Scan Protection
Heavy diagnostics scans are now more careful around large selections and interactive work.
3D Editor Material Tools
Material-related menu and workflow hooks exist, but deeper material editing is still growing.
3D Editor Modifier Stack Direction
The modifier/M.D.O direction is moving into the native Editable Mesh 2.0 route.
EM2 Native Modifier / M.D.O Route
The M.D.O / modifier system now has a native Mesh2 route.
EM2 LOD Editor Route
The LOD Editor has native Mesh2 support direction.
EM2 Greeble / Panelize Route
Greeble / Panelize now has a native Mesh2 route.
EM2 Render Bridge
EM2 meshes render in the 3D Editor through a dedicated bridge.
EM2 Selection Bridge
EM2 selection support is active and expanding.
EM2 Transform Bridge
EM2 transform support exists for the newer mesh path.
EM2 Smoothing / Normals
EM2 smoothing and normal workflows now include more direct Smoothing 2.0 behavior.
EM2 Smoothing 2.0
Smoothing 2.0 gives EM2 more direct smoothing-group and normal control.
3D Editor Right-Click Modeling Menus
The 3D Editor right-click menu now exposes more modeling tools in organized groups.
EM2 Primitive Creation
EM2-native primitive creation is the current active primitive arc.
EM2 Apply Properties / Commit Workflow
The EM2 primitive/property workflow needs an explicit apply/commit path.
Surface Forge Core Window
Surface Forge has grown into a major UV and surface-preparation workspace.
Surface Forge 2D UV Layout
The 2D UV layout view now supports a much deeper Surface Forge workflow.
Surface Forge 3D Preview / Checker Workflow
Surface Forge includes live 3D preview and checker workflows for judging UV results.
Surface Forge Mesh2 UV Support
Surface Forge now has a protected native EM2 path for UV workflows.
Surface Forge Face Selection
Surface Forge has local face/UV selection and preview-selection sync direction.
Surface Forge UV Editing / Packing / Island Tools
Surface Forge now has real UV editing, island tools, and packing options.
Surface Forge UV Layout Export / Templates
Surface Forge can export UV layout/template images for painting and inspection.
Surface Forge UV Health Diagnostics
Surface Forge now has UV health checks and copyable reports.
Surface Forge Seams And Pins
Seam and pin workflows are active in Surface Forge.
Surface Forge Stitch / Rip / Weld
Surface Forge now has manual UV repair tools.
Surface Forge Relax / Stretch / Heatmap
Surface Forge can inspect and improve UV stretch instead of leaving users to guess.
Surface Forge Seam-Based And Solver Unwrap
Surface Forge now has multiple unwrap approaches and early solver validation.
Surface Forge Organic / Character Unwrap
Organic / Character unwrap is now a real developing Surface Forge workflow.
Height Map Paint Tools
Height Map editing tools exist and can keep expanding.
Surface Forge Project From View
Project From View adds quick camera and viewport-style UV projection tools.
Height Map 3D Preview
The Height Map Editor has a 3D terrain preview foundation.
Surface Forge Pelt / Peel Unwrap
Pelt / Peel workflows are active for organic and strip-like unwrap cases.
Surface Forge Hard-Surface / Mechanical Atlas
Mechanical Atlas unwrap is aimed at tanks, machinery, props, buildings, and hard-surface assets.
Surface Forge UDIM / Multi-Tile Layout
UDIM / Multi-Tile layout gives Surface Forge a path beyond one 0-1 UV tile.
Surface Forge Deep Diagnostics And Reports
Surface Forge diagnostics are now deep enough to support serious testing.
Height Map Generator Core
The Height Map Generator is a large procedural terrain generation system.
HMG Terrain Profiles / Recipes
Terrain profiles and recipe-style generation are active HMG directions.
HMG Standalone Terrain Filters
Standalone terrain filters are active and being wired into real output paths.
HMG Filter Stack
The procedural terrain filter stack exists and is still being strengthened.
HMG Startup / Open Performance Diagnostics
HMG includes diagnostics for slow window opens and repaint starvation.
HMG Stronger Landform Identity
HMG is moving beyond simple noise toward stronger terrain shapes.
Procedural Terrain Core
A cleaner procedural terrain engine direction exists inside the Height Map system.
Terrain Graph Foundation
Terrain graph foundation exists but the full graph-backed workflow is not finished.
Terrain Signals Foundation
Terrain Signals provide terrain-awareness data for smarter filters and masks.
Terrain Signal Filter Targeting
Terrain filters should increasingly use signals to target meaningful landform areas.
Terrain Analysis Masks / TAM
TAM is a real terrain analysis and mask workflow.
Alpha Mask Generator / AMG
AMG is a working alpha/control mask generation system.
TAM-Driven AMG Workflow
TAM and AMG are being connected into a stronger mask pipeline.
RGBA Alpha Mask / Channel Packing
RGBA alpha/control mask channel packing exists and can keep improving.
Color Ramp / Gradient Ramp Editor Core
The Color Ramp / Gradient Ramp Editor has grown into a major terrain color workspace.
Ramp Browser
Ramp Browser helps manage and preview a larger terrain ramp library.
Editable Gradient 2 Workbench
Editable Gradient 2 is the newer editable gradient workflow.
Image Ramp To Editable Gradient Conversion
Image-based ramps can move toward editable gradient data.
Gradient Randomizer
Gradient randomization helps generate new ramp variations.
Relief Preview Processor
Relief preview shows ramps with terrain lighting/detail instead of flat color only.
GRE Diagnostics
Color Ramp / Gradient Ramp diagnostics are active.
Large Ramp Library Growth
NHUE's terrain ramp library is growing into a large worldbuilding resource.
Terrain Normal Map Tools
Terrain normal map generation tools exist in NHUE.
Terrain Light Map Tools
Terrain light map style workflows exist and continue to improve.
CPU / GPU Surface Map Backend
Surface map backends include CPU/GPU direction for terrain map generation.
Final Terrain Package Core
Final Terrain Package is a major terrain presentation and preset workflow.
.nhtp Terrain Presets
.nhtp terrain preset support is active.
FTP Color Ramp Integration
Final Terrain Package connects to the color ramp / gradient ramp workflow.
FTP Preview / Fly Viewing
FTP has preview and fly-style terrain viewing workflows.
FTP Generated Terrain Textures
FTP supports generated texture output direction.
Testing
13Resource Editor Prefab Command System
Shared prefab-session command routing for creating, duplicating, deleting, grouping, hiding, framing, and resetting prefab objects.
Resource Editor Component Command System
Component mutation commands for prefab edit sessions, including add/remove/toggle/reset/copy/paste workflows.
Resource Editor Prefab Hierarchy Reparent/Reorder
Prefab hierarchy rows now support stronger selection, drag reparenting, reorder, inline rename, and keyboard movement.
Resource Editor Multi-Selection And Rectangle Selection
Prefab preview selection expanded with multi-selection, rectangle selection, path lists, and group bounds.
Resource Editor Material Owner Preview
Selecting a material can move toward showing it on the actual owner object instead of an isolated preview.
Resource Editor Folder Performance Foundation
Safer large-folder browsing using Expand +1, scoped deep expand/collapse, paging, caching, queues, budgets, and Root collapse.
Gradient Ramp Editor Ramp Browser
A real Ramp Browser now supports cached scans, search, sorting, categories, larger previews, and assignment workflows.
Gradient Ramp Relief Preview Processor
GRE can now preview color ramps with terrain relief, lighting, blend modes, profiles, and export-related settings.
3D Editor EM2 Delete 2.0
Mesh2 delete operations now include Delete Selection, Delete Only Faces / Keep Edges & Verts, and loose geometry cleanup.
3D Editor EM2 Delete And Dissolve Context Menu Groups
The right-click context menu now has organized Delete > and Dissolve > groups for EM2 workflows.
EM2 Dissolve 2.0
Dissolve 2.0 exists and is in testing/polish territory.
EM2 Inset 2.0
Inset 2.0 exists as an EM2 modeling operation and needs broader testing.
EM2 Bevel 2.0
Bevel 2.0 exists for EM2 edge and face workflows, with polish still needed.
Done
31NHUE Shell / Module Framework
The main NHUE editor shell and module registration foundation are in place.
Resource Editor Live Transform Type-In
Live move/rotate/scale type-in, linked scale, copy/paste values, reset buttons, and transform popups for prefab editing.
Resource Editor Screenshot And Clean View Workflow
Viewport-only screenshot mode, panel hiding, preview toolbar hiding, clipboard screenshot support, and hide/show workflows.
File Browser Core
The File Browser is a working NHUE project navigation and file access tool.
Resource Editor Options Window
Dedicated RE Options for hierarchy/selection, transform defaults, material preview, and safety toggles.
File Preview System
The File Browser has previews for several useful asset types.
Resource Editor Diagnostics System
Dedicated RE diagnostics now track selection, browser performance, prefab sessions, inspector routing, commands, drops, and GUI/repaint state.
ColorRampEditor Folder Reorganization
Color Ramp / GRE code is now organized into a dedicated ColorRampEditor area.
Editable Gradient Built-In Presets And Ramp Library
The ramp library grew to 369 NHUE ramps and EG2 gained 100 built-in editable presets across 20 families.
Gradient Ramp Diagnostics
GRE diagnostics now track window state, startup timing, preview refreshes, ramp loading, EG2, randomizer, conversion, browser, relief, and export timing.
3D Editor Diagnostics Top Menu
The 3D Editor now has a top-level Diagnostics menu for faster report access.
Editable Mesh 2.0 Front-End Foundation
Editable Mesh 2.0 is now a real front-end foundation inside the 3D Editor.
EM2 Extrude 2.0
Extrude 2.0 is a successful EM2-native modeling baseline.
EM2 Delete 2.0
Delete 2.0 gives EM2 a real delete and loose-geometry cleanup foundation.
Surface Forge Smart Project / Auto UV
Smart Project / Auto UV has a confirmed working Surface Forge baseline.
Height Map Editor Core
The Height Map Editor is a major working terrain system in NHUE.
Surface Forge Quad Strip / Rectify Unwrap
Quad Strip / Rectify is a successful unwrap mode for strip-like geometry.
FTP Screenshot Mode / Clean View
Final Terrain Package has a confirmed screenshot/clean view workflow.
Resource Browser Folder Performance
Large folder browsing received major performance and safety improvements.
Create Folder / Empty Prefab
Resource Editor can create project folders and empty prefab assets.
Create Editable Prefab From Model
Imported model assets can be converted into editable prefab workflows.
Prefab Preview Rectangle Selection
Rectangle selection in the Resource Editor prefab preview is a confirmed working baseline.
RE Screenshot / Clean View Workflow
Resource Editor has viewport-only/clean screenshot workflow direction.
Support / Donation Page
The Support NHUE Development page is live and styled to match the main site.
Later
7EM2 Full Modeling Coverage
More EM2-native modeling operations are planned after the current tools mature.
FTP Fog / Haze / Water / Scatter Preview
Additional terrain presentation layers are planned for later.
IE2 Canvas Extreme Zoom Performance
Extreme zoom/canvas performance remains a later optimization pass.
Deeper Nested Prefab Polish
Nested prefab/resource handling foundations exist, but edge cases need later polish.
Avatar Auto-Rigging
Avatar-focused auto-rigging is a long-term planned feature.
Paused
1Auto Zone System
Auto Zone code/direction exists, but the training/tuning approach is paused.