After a week of time-out because of a massive lack of time, I continued to work on
the editor a bit. I added some really useful new features, like the possibility to switch the viewport type quickly using the toolbar, the menu and the F1-F4 keys (Perspective, Top, Front, Left), so it is not necessary anymore to use other viewports - but still possible of course. I also wrote a mesh cache manager window and implemented access methods for the most important scene node types. One of them being the ParticleSystemSceneNode opens a lot new possibilities: You can use the editor as particle system designer too if you want, here are some examples:
Creating these particle systems is possible with just a very few clicks, and it is quite fun.
This one is was small stress test and looks a bit weired. I limited the amount of maximum possible particles in the editor, to prevent the user to make the editor hang when drawing millions of particles.
As you might have noticed I also played around with the name of the editor. Maybe 'irrEdit' would be ok anyway. But what should it mean? 'Irrlicht Editor' is much to boring. Ideas welcome :)