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Module editor

Module editor 

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In-Engine Editor — master state, camera, undo/redo, grid, shortcuts.

This module is the entry point for the editor subsystem. It owns the top-level EditorState and wires together all sub-panels.

Re-exports§

pub use inspector::Inspector;
pub use hierarchy::HierarchyPanel;
pub use console::DevConsole;
pub use gizmos::GizmoRenderer;

Modules§

ability_editor
ai_behavior_editor
anim_retarget
Animation retargeting system — skeleton mapping, IK solving, motion adaptation.
animation_compression
animation_state_machine
Animation state machine editor — states, transitions, blend trees, parameters.
asset_browser
Asset Browser — hierarchical filesystem view of saved SDF models, materials, animations, scenes, and shaders.
audio_editor
Audio system editor — waveform display, mixer, spatial audio config, DSP chain.
audio_mixer_editor
bone_rigger
Bone Rigger — click-to-place bone anchors on the SDF surface and define joint hierarchies for skeletal animation.
build_system
Build system editor — platform targets, build configurations, asset pipeline, packaging, code signing, deployment, CI integration, and build log viewer.
camera_controller
Camera Controller — orbit, pan, zoom, free-fly, and snap views for the editor viewport.
cinematic_editor
Cinematic / sequencer editor — timeline tracks, keyframes, camera cuts, director sequences.
cinematic_sequencer
color_grading
Color grading editor — LUT generation, HDR grading, wheels, color science.
console
Developer console — command dispatcher, log ring-buffer, expression evaluator, auto-complete and history.
curve_editor
cutscene_importer
dialogue_editor
event_editor
Event system editor — visual event graph, publisher/subscriber wiring, event timeline, dispatch tracing, priority queues, and event replay.
font_editor
Font and text editor — font atlas generation, glyph metrics, text layout, rich text.
gizmos
Gizmo renderer — 3D manipulation handles, measurement, annotations, selection outlines, light/collider/frustum/path/vector-field visualisations.
gpu_profiler
GPU profiler — timestamp queries, pipeline statistics, memory tracking, frame graph visualization, shader hot-spot analysis, and heat-map overlays.
hierarchy
Hierarchy panel — scene-tree view with full drag-drop, multi-select, prefab support, search/filter, undo, serialisation and keyboard navigation.
input_editor
Input editor — action maps, binding remapper, gamepad configurator, dead zone tuning, macro recorder, combo system, haptic editor, input replay.
inspector
Inspector panel — property editor for any scene object.
inventory_editor
kit_panel
Kit Parameter Panel — real-time sliders for every rendering kit.
level_streaming_editor
light_probe
Light probe baker and reflection capture system.
localization
lod_manager
Level-of-detail manager — mesh LOD generation, terrain LOD, streaming, occlusion culling.
loot_editor
map_editor
material_editor
Advanced material editor — PBR parameters, layered materials, material graph, texture slots.
material_painter
Material Painter — click-to-assign material tags on SDF surfaces.
modeling_editor
nav_mesh
Navigation mesh editor — mesh generation, agent settings, dynamic obstacles, path visualization.
network_editor
Network editor — visual multiplayer graph, RPC system, replication settings, lag simulation, bandwidth monitor, session browser, and lobby management.
node_editor
Generic node editor foundation — ports, connections, layout, zoom/pan, minimap.
particle_editor
Visual particle system editor — emitter modules, curves, preview, gradient editor.
particle_system_editor
perf_overlay
Performance Overlay — real-time frame time, particle count, GPU utilisation, and per-kit cost breakdown for the editor viewport.
physics_debug
physics_editor
post_fx
Post-processing stack editor — effects chain, parameter panels, preview modes.
prefab
profiler
quest_editor
render_graph_editor
render_pipeline
Render pipeline integration — pass graph, resource management, draw call batching.
scene_editor
Scene editor — entity management, component inspector, scene serialization, prefab integration.
scene_io
Scene I/O — save and load scenes to/from a custom binary format and a human-readable TOML format.
scripting
sdf_node_editor
SDF Node Editor — visual node graph for constructing signed-distance-field bodies.
shader_compiler
shader_graph
spline_editor
terrain
terrain_road_tool
timeline
Animation Timeline — keyframe curves for bone FK rotations, SDF morph targets, and kit parameter animation.
ui_canvas
UI canvas editor — widget hierarchy, layout engine, event system, theming.
vfx_graph
VFX Graph editor — node-based visual effects graph with GPU particle simulation, event handling, spawn contexts, attribute system, and full block library.
viewport
voxel_editor
world_editor
world_streaming_editor

Structs§

DeleteEntityCommand
Delete an entity from the scene.
EditorCamera
Free-fly camera that is completely independent of the game camera. Controlled by WASD + mouse look in the editor viewport.
EditorConfig
Persistent editor preferences.
EditorLayout
EditorState
The top-level editor state. Owns everything the editor needs to function.
EditorStats
Live performance / scene statistics displayed in the editor overlay.
EntityId
Opaque handle to a scene entity.
GlyphId
Opaque handle to a glyph.
GridRenderer
Configuration and rendering logic for the infinite editor grid.
GroupSelectionCommand
Group multiple entities together under a shared label.
MoveEntityCommand
Move one or more entities by a delta vector.
PanelRect
Which editor panels are currently visible and their pixel bounds.
SelectionSet
Tracks which entities / glyphs are currently selected in the editor.
SetPropertyCommand
Set a named string property on an entity.
Shortcut
A keyboard shortcut (key + modifiers).
ShortcutRegistry
Maps shortcuts to editor actions.
SpawnEntityCommand
Spawn an entity at a given position.
UndoHistory
Ring-buffer undo/redo stack (max 200 entries).

Enums§

EditorAction
Action the shortcut should trigger.
EditorMode
The current operational mode of the editor.
EditorTheme
Visual colour scheme for the editor UI.
PanelId

Traits§

EditorCommand
Trait that every undoable editor command must implement.