Move all logic from ScenePartitionSO into either ScenePartition or the ScenePartitionEditor.
The editor can detect the open scene to work with (this also prevents having the user having to select the right data).
ScenePartitionSO would then be used for scene specific data that needs to be stored by version control like:
'AlwaysLoadedIds' this could be a simple array or something with layers/groups
...
ScenePartitionEditor would then be the interface to use with the tool
Automatically loads/generates based on the active scene (only check active and focus on one for if multi scene is used)
Load/Save/Unload etc. buttons
2D grid to load cells/chunks
Any debug info
Automatically finds the corresponding ScenePartitionSO file
Move all logic from ScenePartitionSO into either ScenePartition or the ScenePartitionEditor.
The editor can detect the open scene to work with (this also prevents having the user having to select the right data).
ScenePartitionSO would then be used for scene specific data that needs to be stored by version control like:
- 'AlwaysLoadedIds' this could be a simple array or something with layers/groups
- ...
ScenePartitionEditor would then be the interface to use with the tool
- Automatically loads/generates based on the active scene (only check active and focus on one for if multi scene is used)
- Load/Save/Unload etc. buttons
- 2D grid to load cells/chunks
- Any debug info
- Automatically finds the corresponding ScenePartitionSO file
max
added this to the ScenePartition POC project 2023-06-30 03:59:19 +02:00
Maybe create the base user interface as a scene menu. this way the users don't have to keep an separate window open and everything is quick to access. I think we still need the dedicated window to show detailed info when needed, but a lot can be done just though a few buttons.
Buttons needed:
Button
Info
Create
Opens popup to create a new scene partition for the current scene. Only visible when the current scene is not yet setup, all other buttons will be hidden as well.
Load
Loads the entire scene.
Save
Saves the scene.
Unload
Unloads the scene.
Reload
Reloads the scene.
Generate Grid
Generateds the scene grid. With size input (simple uint).

Maybe create the base user interface as a scene menu. this way the users don't have to keep an separate window open and everything is quick to access. I think we still need the dedicated window to show detailed info when needed, but a lot can be done just though a few buttons.
Buttons needed:
| Button | Info |
| --- | --- |
| Create | Opens popup to create a new scene partition for the current scene. Only visible when the current scene is not yet setup, all other buttons will be hidden as well. |
| Load | Loads the entire scene. |
| Save | Saves the scene. |
| Unload | Unloads the scene. |
| Reload | Reloads the scene. |
| Generate Grid | Generateds the scene grid. With size input (simple uint). |
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Move all logic from ScenePartitionSO into either ScenePartition or the ScenePartitionEditor.
The editor can detect the open scene to work with (this also prevents having the user having to select the right data).
ScenePartitionSO would then be used for scene specific data that needs to be stored by version control like:
ScenePartitionEditor would then be the interface to use with the tool
Maybe create the base user interface as a scene menu. this way the users don't have to keep an separate window open and everything is quick to access. I think we still need the dedicated window to show detailed info when needed, but a lot can be done just though a few buttons.
Buttons needed:
Split into 2 tasks #12