Most (features and code) has already been implemented by now, however there are still some nice features on the horizon. This includes:
- Grid & Rotation snapping.
- Multi-layer selection. (or click-through selection)
- Reset transform.
- Added support for multi-selection.
- Precision Mode.
Some of these were already part of the old gizmo, and others were already implemented in the internal version of the Gizmo I used in my own editor a while ago. So it shouldn't take long to implement any of these in the revamped public release...Stay tuned for updates!
Next, a quick notification on the Core Engine roadmap. Since there is currently no game in development I can make breaking changes without ramifications. This is something I often do when there are no games actively developed with the Engine. This time it's a pretty huge revamp of the complete engine-structure. So far I have deleted over 110 classes to make room for a new and improved structure including a much better GameState management system that is first on the list.
Not all code is deleted though, I will be using a lot of the old code for new components and managers, deleting them for now makes the re-design a lot quicker and efficient (preventing 100's of errors)
In addition to the new structure I'd like to design components in such a way that it's easier to create external projects for open-source initiatives such as sgMotion & GizmoComponent. If I can just copy/paste my own component to one of the open-source projects, it will be a lot easier to update and maintain. The Gizmo is a good project to fine-tune just that.
A new video should be up soon, once the Gizmo is out of Beta.