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2h 30m 56s logged

more docs… and some bug fixes

some small bugs that have been annoying me for a while finally got fixed… and I wrote more docs than I probably needed to…? or maybe too litte.. who knows

changes

entity selection actually clears now

fixed an issue where clicking empty space in the viewport wouldn’t reliably clear the current selection.

the pick-result handling was structured wrong, so the “nothing was selected” case basically never got handled properly.
also explicitly clear the entity ID framebuffer attachment every frame so it doesn’t leave stale IDs around from previous frames.
i knew this was broken, and figured the fix would be pretty simple for a while.. but i just kinda forgot to fix it.. oops….

fixed parent transforms during scene loading

fixed a bug with parented entities getting their transforms messed up when loading a scene.

the issue was that scene loading was using the same Reparent() logic as interactive editor reparenting. that function intentionally recalculates the local transform to preserve world position,
which is what you don’t want when loading a transform that’s already been serialized correctly… was eepy when writing that i guess

added Registry::SetParentDirect() for scene loading, which just sets up the parent/child relationship without touching the transforms.

interactive reparenting still uses the old behaviour, so dragging entities around in the hierarchy still preserves their world position

misc

  • cleaned out some old commented-out code

docs, docs, docs

also wrote proper editor documentation section covering things like:

  • editor concepts
  • usage
  • scenes
  • prefabs
  • components
    and some even have screenshots.. yes i know.. fancy

the help button in the editor links to some of these pages now.

i guess “figure it out yourself” wasn’t really an acceptable documentation strategy anymore….
i mean i had some docs.. but they weren’t that good for editor-usage and more technical stuff.. so yep..

also made the README headers slightly more obvious because people were still asking where the download link was ….

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