Finished the baseline refactoring for SprueKit's Urho3D stuff and pushed it out.
Not ready for use at all (even basic capabilities were lost in refactoring [as basic as changing gizmo mode], due to overlap), so I wouldn't bother forking for a while.
This is not light-weight code by any means, handling many types of documents under differing styles of view was mandatory (SprueKit has to deal with Model, Sculpt/Paint, Shape grammar, Auto-rigger, Texture Graph, and Animation documents in one unified UI where any of those documents may protrude into another).
Although an SCE ATF influence is visible in the WIP Dom folder of the "EditorLib," those aren't intended for use in scene style projects even when they're complete (meant for fast data progs.). All emphasis is on specialized controls to deal with their unique circumstances and container widgets that can intelligently present the correct widget (DocumentViewStackedWidget) based on the current document and/or view in that document, in 10 years of desktop UI I've never seen a generic model/adapter/decorator actually work so I focused on minimizing the pain involved with specialized controls.
There's approx. 40 hrs remaining to match the Urho3D editor feature for feature. I'll come back to it once I've cleaned out some of those Github issues I posted and the ones that tie me.
In the near future, the procedural texture graph tool depicted in the readme will be OSS'd and I'll probably port it over to Urho3D's native types.
Exposing timelines and permutations are probably far down the road.
I'll also push out the sold SCE ATF C# based editing and binding code I have. I don't consider that to be good by any standard, and retrospectively wish I had invested more in matching ATF's standards for that. It is however, useful for basic throw-away editors. I doubt that stuff still even compiles.