I'm working on bringing the toolkit's legacy DirectX code up to date by completely reimplementing how 3d previews work as a reusable control. This includes hopefully eventually removing the Managed DirectX libraries, which were abandoned in 2005, and replacing them with SharpDX, as well as upgrading from fixed-function Direct3D9 to Direct3D11.
This alone doesn't mean much for the average user - but wait, there's more! I'm also going to see if I can add some new features to the viewport, such as rotating & panning & zooming & optional wireframe & optional grid & optional view axes, as well as maybe accurately supporting more material types (there is a *lot* of variation between materials and not much consistency). Then perhaps material editing and reassigning, probably OBJ export, and whatever else I have the time for.
EDIT November 18 2016: Change of plans: keeping a super low profile with this project. Adding minimal new features. Trying not to change any UI.
EDIT January 15 2017: Test the latest release by downloading it from the Releases section of my GitHub fork here: github.com/epicabsol/ME3Explorer/releases/
At the moment, Meshplorer is the only tool I'm working on, but once this new viewport control is satisfactory, I plan to replace all the old viewports.
I should probably release testing builds. I really feel like I don't want to release half-finished code, even if it's stable, but on the other hand, I don't actually use the modding tools for modding, so I'm sure to break a few things unintentionally and need people to test my code out.
There's a ton of work to be done and, let's be realistic, it might not even get finished. I will be leaving for college this summer, so I'll try to get in as much work before then as possible. With this in mind, I have a TODO list (in maybe priority order).
[X] Fix material switching
[X] Persist viewport prefs in registry via Properties.Settings
[X] Remove Alt key requirement for camera movement
[X] Viewport first person support (for level editor consistency)
[X] Use new viewport in Meshplorer2
[X] Fix depth buffer issues
[ ] Implement correct import load precedence
[ ] Skeletalmesh material list add / remove entries
[ ] Investigate FBX export for external use of rigged skeletal meshes?
[ ] optionally render origin / coordinate axes?
[ ] optionally render grid?
[ ] bring back those AABB things from the old viewport (?)
[ ] Investigate rendering skeletal meshes... with actual bone deformation!
[ ] Investigate shadercache.
Feel free to offer suggestions! Or give it a test by compiling from my GitHub fork, branch New3DView github.com/epicabsol/ME3Explorer/tree/New3DView