- Implement ray-bounding box picking and determine whether that is enough for our needs or do we need to implement OBB
- Command to create a placeholder entity of a particular type in a file
- Re-write/Overhaul bounding volumes and ray intersection
- Reduce the opacity of wireframe around selected entity in editor
- Release mouse when window loses focus and limit fps
- Allow picking and selecting other entity types in editor i.e. the ones that don't have meshes
? Save transformation information when saving entity archetypes
? When saving a scene entity entry, save the changed properties as well, that way when the scene is loaded, we load the base properties from archetype and the ones we changed per entry are saved when we saved the entity
this will prevent us from having needless amount of entities with only minor changes from one another
? Split up material declarations into their own separate files. Materials have a base material like Blinn or Unshaded and in the file we save an instance with modified properties.
@ -397,3 +399,4 @@ Done:
* Add uv tiling parameter to materials that can be serialized along with entities
* Implement resetting complete transform or just rotation, translation
or scale for selected entity
* Save transformation information when saving entity archetypes