The UI evolves


As it turns out, I did work a lot on this today. More than I’d thought. The UI for the modding toolkit is mostly done, I just have to link up a few more signals, add some exception handling in here and there, and then refine the actual subclass for the only editable object. This involves writing a small OpenGL widget for the preview pane, but I don’t expect any trouble from that one. So, a few more days on that, and then I can move on to more interesting things like terrain generation and AI modules. I’ll post a screenshot as soon as I have something that looks decent, I promise!

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