I’ve noticed some things in the editor that would be a big convenience, especially as a new user learning the engine. I think these would probably be not too difficult as they are mostly small changes/additions, and I didn’t see them listed in the roadmap or 2022 plans.
1.) Translate by global coordinates.
Currently the translation tool always uses local coordinates. If you rotate an object, the translation cursor rotates with it. The position can be adjusted globally by editing the translation property, but it is more difficult to place objects carefully by having to enter the numbers.
2.) Disable num-pad viewport controls when a text box is active.
I am a habitual numpad user. 99% of the time I use it for entering numbers on anything, ever since my days in database management, where I would sometimes have to enter thousands of number fields manually. So, many times in CGE editor I go to input some numbers and my viewport gets flipped around because I forget you have to use the other number keys. It would be good to be able to use the numpad for entering numbers, such as for manually inputting object properties.
3.) Incorporate the “Edit” menu from the castle-view-image application, + the “Use image alpha channel” from the View menu, as the right-click context menu on the image preview box in editor. This would be handy for easily making the most minor adjustments without having to open the view-image application separately.
4.) Global ambient light.
I have been using a double-directional light (one facing reverse of the other, at lower intensity) to simulate ambient light, so shadows are not fully black. It would be good to have an ambient light property natural to the scene that would achieve this automatically, such as a light that determines the minimum light level of everything. Also, deep shadows on normal-mapped surfaces don’t respect my simulated ambient light, they stay 100% black when facing away from the reversed light. A global ambient light property should serve to correct that.