# Editor improvements: dragging scenes to viewport, undo for gizmos, better docs

**URL:** https://forum.castle-engine.io/t/editor-improvements-dragging-scenes-to-viewport-undo-for-gizmos-better-docs/272
**Category:** News
**Created:** [December 20, 2020, 8:33pm UTC](https://forum.castle-engine.io/t/editor-improvements-dragging-scenes-to-viewport-undo-for-gizmos-better-docs/272 "2020-12-20T20:33:31Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [December 20, 2020, 8:33pm UTC](https://forum.castle-engine.io/t/editor-improvements-dragging-scenes-to-viewport-undo-for-gizmos-better-docs/272/1 "2020-12-20T20:33:31Z")

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| [![Drag and drop fun:)](https://castle-engine.io/wp/wp-content/uploads/2020/12/Zrzut-ekranu-z-2020-12-20-20-39-10-200x114.png)](https://castle-engine.io/wp/wp-content/uploads/2020/12/Zrzut-ekranu-z-2020-12-20-20-39-10.png "Drag and drop fun:)") |

1. You can now drag scene files (like glTF, X3D, images…) from the _“Files”_ bottom panel onto a viewport. It will automatically create a [TCastleScene](https://castle-engine.io/manual_load_3d.php) instance with proper URL that displays this model.

2. Undo system now works for gizmo operations (moving, rotating, scaling of `TCastleTransform`) in the editor. Thanks to _Eugene Loza_!

3. Improved [manual page about the editor](https://castle-engine.io/manual_editor.php).

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### Author: ![Wysardry](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/wysardry/32/266_2.png) [@Wysardry](https://forum.castle-engine.io/u/Wysardry)
#### Post date: [December 20, 2020, 11:13pm UTC](https://forum.castle-engine.io/t/editor-improvements-dragging-scenes-to-viewport-undo-for-gizmos-better-docs/272/2 "2020-12-20T23:13:57Z")

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Do these changes apply to the binary downloads linked from the main page or just to the latest source code on GitHub?

In other words, are the package downloads for all platforms kept up to date with the latest source code?

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### Author: ![eugeneloza](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/eugeneloza/32/12_2.png) [@eugeneloza](https://forum.castle-engine.io/u/eugeneloza)
#### Post date: [December 20, 2020, 11:42pm UTC](https://forum.castle-engine.io/t/editor-improvements-dragging-scenes-to-viewport-undo-for-gizmos-better-docs/272/3 "2020-12-20T23:42:46Z")

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> [@Wysardry](#):
>
> kept up to date with the latest source code?

In short - yes.

They’re lagging a bit, but not significantly. You may always check to which source code version do the binaries correspond in [Release Latest release of Castle Game Engine (Auto-Updated Snapshot) · castle-engine/castle-engine · GitHub](https://github.com/castle-engine/castle-engine/releases/tag/snapshot) : look for the line "14 commits to master since this release " - this means that this current snapshot “lags” behind source code by 14 commits (most likely you’ll miss [Add basic rendering functionality for TiledObject primitives (Polygon, Polyline, Point, Rectangle) by Free-Pascal-meets-SDL-Website · Pull Request #239 · castle-engine/castle-engine · GitHub](https://github.com/castle-engine/castle-engine/pull/239) from 2 hours ago). I think this lag is always less than half a day.
