The modded branch is now up to date with the main branch, including today's changes. This means that the level editor is now included.
Workshop Uploads
Modded uploads will have a "[MODDED]" prefix, and will recieve the "Modded' tag. Modded levels will not appear in non-modded clients.
Development Tips
Here are some potential starting points for adding modded assets to the editor:
- All assets need a unique ID. These IDs are defined in the AssetID enum, found in the Asset.cs script
- Scenes are serialized into a SceneDescription object, that contains lists of SceneAssets. While you can define your own SceneAsset type, I'd recommened just using the SceneModel type. This is used for most assets, including things like launch pads. You should instead add extra properties to the SceneModel type by adding extra components to it. Doing this should prevent any issues with features like undoing, redoing, and duplication
- Only certain file extensions are allowed to be uploaded. If you need to extend this, you can modify the CheckValidityOfPublicFiles method in the SceneDescriptionDirectory.cs script

Changed depots in modding1.2.0 branch