It also lets you browse all existing entities and their facets, adding, deleting, changing and renaming them as well.
Here is a shot of the light user interface that lets you create point & directional lights and modify lighting properties.
One of the level artists ran a test on the old editor, and without a level open, or any meshes, etc, it took 1 GB of memory. The only things I was loading on my side were ~200 textures for the materials. I guess the rest was the fabulous .net controls of death.
Now the new editor takes ~300 mb with no level loaded, and ~330 with the largest level loaded.
I'm happy to report that the problem levels in the old editor are running fine in the new one, so we will soon by rocking again.
I also added & tested a bunch of code to automatically convert the old levels to the new format in the level editor and the game, so all the old content is still usable.
I may have jury duty this week, so wish my luck. Luckily, my finacee is a prosecutor in the county next door, so that may get me out of it... ;)