Update -
I've made undo\redo history! Every change you make to any object gets logged and you can undo\redo using ctrl z\y or open the history window,
Where it shows each change with the object name and the variable.
I've made a folder tree system for the world editor,
which will be very good for organizing all the objects,
Actions & Triggers
Create action objects which contain a script and choose the arguments it uses.
Create triggers with a collision mask and choose the actions it will perform when a certain object collides with it.
You can also choose whether the actions are performed either when the object enters it, leaves it, or does it
constantly while the object is inside it's mask,
and you can also choose the delay\recharge time for how often it will perform the actions.
Actions can also be attatched to specific triangles in a static model, and triggered when an object collides with the triangles.
This allows you to make certain surface types like water, harmful, conveyor belts, bounce pads, slippery, climbable\ladders, teleports and many more.
Weighted color blending
Where vertices can blend between multiple colors (up to 8) and have a separate weight per color, (which you can paint on with the brush tool)
so the blending ends up non-linear and allows you to do alot more than standard vertex coloring,
the 8 colors are handled via a uniform, so the vertex buffer only needs one extra vec4 attribute
(for weights 5-8)
Automatic stretch uv mapping
It automatically finds the most square uvs and takes into account whether the faces are floors or walls
and maps them correctly with left to right, top to bottom orientation,
This makes it alot simpler to do affine ps1 style mapping.
The uvs can also be flipped, rotated and moved manually afterwards with the uv tool.
Prism tool
click and drag to make a polygon and then choose how tall you want it and instantly make a prism
with any number of sides
Topdown\2d camera mode
Warp3d is going to be able to make 2d games aswell, and you can make use of the modelling tools to make 2d models,
vector sprites(with skeletal animation) & invisible collision polygons for precise vector collisions.