I just wanted to reply to the very first post, and the 2 points it brought up:
- Allow Editor to be called from custom game script. Full or limited editor? How to make interaction?
- Allow custom game script to be called from Editor. What limitations? How to implement interaction?
I would like to NOT change anything that the editor is currently doing. Mostly because with very little work, I have both options above working in my projects.
To the first point. I just made a small InGameEditor.AS file that is just a stripped down editor.as. So far it includes all the editor, but I am only using the hierarchy windows at the moment. But it's all there. Ultimately I should be able to change materials and make changes in game with the AS code that already exists. And that is awesome.
To the second point, I pass in a flag that says load the editor.as from my main.cpp. Which has all my components registered. And as long as I have put in the time to make sure they are exposed to AS, they are integrated in the editor like any other urho component. So I can use the editor and my custom components to play around.
Both images are from the same executable.
There might be a point to "clean" up any code. But the flexibility of AS loading into a c++ project allows some really cool ways to integrate the editor. I would really hate to loose that. And I certainly don't want to write my own editor if it were to get changed fundamentally.
Anyway, thanks to the devs. I find cool stuff with this engine all the time.