Real-time minimap with click-to-navigate functionality showing entire map layout with viewport indicator.
Brush tools for painting objects and terrain features with customizable brush sizes and random object placement from predefined sets.
Extend existing multi-selection system with batch property editing for multiple selected objects via the PRO editor.
Script assignment UI for object properties with dropdown, validation, and preview capabilities.
Preset object configurations for complex placement patterns (furniture sets, defensive positions, etc.). Save and load object placement patterns.
Property-based filtering and complex query support for finding specific objects across the entire map.
Detailed progress dialog with task descriptions and completion estimates for long operations.
- Ctrl+C - copy object, Ctrl+V paste object
- Proto view
- mark special hexes - unwalkable, wall, wall s.t. (shoot through)
- revert the change when the game closes
- All fields should be editable and saved when the map is saved (exported)
- After the Qt migration, map script, map global variables and map scripts are not displayed in the panel
- panels should be displayed above the SFML widget, so that when a panel is closed it doesn't cause redrawing of the SFML widget
- TBD: paint a pattern of tiles
- TBD: paste a preset into the map, e.g. hut from Arroyo. Presets should be stored in a JSON/YAML/...
- Optimize hex grid rendering to only draw visible hexes
- Split
ResourceManagerinto narrower engine-facing services instead of a global singleton handling VFS, FRM decoding, message lookup, and texture caching - Break up
EditorWidgetinto smaller controllers/services for editing, input/tool orchestration, and rendering coordination - Move application/workspace lifecycle out of
MainWindowand into dedicated controllers or services - Refactor map reading and writing into smaller section-level parsers/serializers and add round-trip coverage
- Finish the
ProEditorDialogdecomposition so type-specific behavior, previews, and persistence are not coordinated from one oversized dialog - Replace placeholder inventory mutations with a shared model-backed inventory editing service used by all inventory UIs
- Remove remaining
const_castusage by fixing const-correctness and ownership boundaries - Eliminate existing warning debt in
ProDataModels.handSelectionManager.cpp - Fix tile hit testing so object/tile selection is accurate near tile/object boundaries
- placing lights - light.frm
- clicking on an object is not pixel perfect and sometimes a tile underneath or an object close by is selected instead
- scroll block drawing mode draws the rectangle in the isometric projection (diagonal) instead of screen projection
- placing lights - light.frm
- file browser panel has issues with resizing. It is sometimes impossible to change its size or requires several clicks
- make sure changing elevations works with the recent changes (probably not)