- .animctrl state machine asset (params/transitions/blend trees, 1D+2D
directional blending) with Unity Animator-style editor panel: state
list, transitions, params, directional pad preview driving live
CrossFade on the selected entity
- Split animation evaluation out of SceneRenderer into
AnimationSystem/AnimationEvaluator; skin palettes with rest-pose
fallback and blend-weight epsilon filtering
- MaterialAsset (.material) with reload-safe preview tile pool
(DropMaterial clears dirty refs before instance destruction)
- EditorGizmoPass skeleton wires + viewport joint overlay; camera
projection rework (baked Vulkan Y-flip, ortho support)
- Editor/game build split via HELLOVULKAN_EDITOR option
Play no longer switches to fullscreen direct rendering: PIE now keeps
the editor UI alive and renders the primary camera into the Viewport
panel (new SceneRenderer::SetGameView flag; kDisplayDirect stays a
manual fullscreen preview for later release form). Editor camera stops
being driven during PIE, and viewport click-pick is gated off while
playing (clicks are game input now).
The Play/Stop buttons move out of the menu bar into a dedicated main
toolbar row below it (centered, UE Main Toolbar semantics): green Play
when idle; Pause (yellow, highlighted while paused) + Stop (orange)
while playing. Ctrl+P hotkey kept. Stats "Pause Simulation" merged
into the toolbar Pause; viewport overlay shows PAUSED accordingly.
Panels renamed to UE semantics (docking identity change): Hierarchy ->
Outliner, Inspector -> Details, Asset Browser -> Content Browser.
Default DockBuilder layout now matches UE5 factory layout: Details
docked right (full height), Content Browser docked bottom spanning
left+center, Outliner top-left, Viewport center with Stats as a
side tab.
Legacy imgui.ini (old window names, no new names) is removed once at
Init so the new default rebuilds cleanly; fresh or new-style ini is
untouched.
entt entity 0's integral bits are 0, colliding with the "no selection"
sentinel: u32 selected == 0 meant "clear selection", so the scene's
first-created entity could never be outlined. Replaced with
std::optional<u32> + FrameSceneData::selectedEntityValid.
Also restore per-batch instance contiguity broken by the batchMats
flattening (e038cb3): entities sharing a mesh scatter across the flat
instance array in collection order. ViewScratch now tracks per-batch
singly-linked lists and appendView aggregates each batch into a
contiguous range, preserving the flat-array performance intent.
Hierarchy click selection now routes through SelectEntity so outline
stays in sync when picking from the panel.
Editor toolbar gains Play/Stop (Ctrl+P) with UE semantics:
- Play: serialize current scene to an in-memory YAML snapshot via new
SceneSerializer::SerializeToString, switch display to kDisplayDirect
(primary camera entity renders), unfreeze time (timeScale 0 -> 1)
- Stop: DeserializeFromString atomically rebuilds the pre-play scene,
back to kDisplayViewport (editor camera), refreeze time; selection
cleared and gizmo drag reset since all entity handles dangle
- SceneSerializer refactored: SerializeDoc/ParseRoot shared by file
and memory variants; file Save/Load behavior unchanged
- Running state disables gizmo + editor hotkeys in the viewport (input
goes to game scripts), draws yellow PLAYING hint and a no-camera
warning; File->Save/Load disabled while playing (UE behavior)
Physics bodies/constraints/characters and script instances are
reconciled automatically by the existing per-frame sync on restore.
ScriptComponent now holds a list of {name, active} items (Unity
semantics: one entity, many scripts, each with its own enable bit;
component-level active stays as the master switch). ScriptRuntime
reconciles instances by name per entity -- rename/remove destroys
only the affected instances, untouched ones keep ticking. Scenes
persist Script.Items; old single-script key still loads.
AssetBrowserPanel (lightweight Unity Project window): fixed roots
(assets/scenes) as tabs, recursive directory tree, file list with
type filter (models/textures/scenes) and name substring filter,
double-click preloads models/HDRs into the asset caches (path-
deduped). Scene files point to the File menu for now; drag & drop
is a later iteration. Docked with Stats by default in fresh layouts.
Engine-layer SceneSerializer (yaml-cpp submodule): entities/components
to versioned YAML, atomic clear-and-rebuild on load with per-entity
fault tolerance, missing-field defaults, unknown-component skip and
UUID dedup. Asset references are {Guid, Path} pairs resolved through
the new AssetManager GUID registry (assets/asset_registry.yaml) with
path fallback; procedural:// pseudo-paths rebuild from parameters.
Editor File menu gets Save/Load Scene modals; app re-resolves stale
entity handles via onSceneLoaded callback.