Is it possible for us as users to make changes to the editor and running it locally?
I am thinking in a sense to “extend” the editor. Along with the local runtime editor I would then be able to directly compile typescript and work with a direct link (removing the need for syncing and general testing being quite slow in this regard.)
I also want to test some things regarding personal QOL changes and testing curiosities within the engine, hoping to potentially contribute to the engine in the end.
I have seen that post and explored a bit. I was wondering about the possibility of what I am used to doing in Unity with editorscripting. I was interested in taking a look at implementing additional features or tweaking existing ones to fit my needs. (Which is pretty much the exact thing described in that post)
Like for example importing a mesh and separating the source fbx from glb file, reusing a material ID on import for a mesh. Or making the inspector components collapsible to name 2 ideas that I would love to put into practice.
Sadly its not my place to edit the engine, I cant suddenly make (pull) requests to add stuff to the engine
Secondly, the typescript sync is alright, but I was hoping to automatically compile and upload, which I either haven’t found or is not possible.
Asking for the editor source code to make modification on a local version is probably not something I can do. It is closed source for a reason
If you check the roadmap, you can notice the team is planning to add Editor API and Editor plugins support later this year. If the solution of @Leonidas is not suitable for you, then perhaps you can wait for those.