There was an attempt to get some PLSM2 capability in..but, I believe it was just for loading the terrain, and not for editing. Anyway, since Ogre version is updated, I removed some of the outdated assemblies.
Basically, there is no functioning terrain editor. Though, it is surely possible. But, I do not have any time to work on this editor for the time being. In fact, in recent times, I've become convinced that using any managed language (C#/.Net, Java, Python, etc) is very good for rapid design and development... however, when trying to stay current with a moving target like Ogre project, the wrappers then become the issue (lack of support, complex object conversions, wrapping layers being different than real API), which removes the benefits of the rapid development since you are quickly left far behind.
So, I think, if I were to restart this, I would go the route of wxWidgets. Much of the code can be ported, since C++ is pretty close to C#. Also, wxWidgets has a pretty cool Advanced UI kit with dockable windows.. plus you have the portability. And, best of all, can quickly and easily stay in sync with Ogre project. Though, I admit, wxWidgets is hardly perfect, and looks similar to MFC (ugh) and definitely does not have the elegance of .Net/Winforms, but at least it is portable. Though, my main problem is the wrapper... Since there is really no official Mogre maintainer at the moment, that presents a problem for trying to quickly update to a later version, as well as narrow down issues with passing objects from C# to C++.
Anyway, I don't have time to start a new wxWidgets project, but that is what I would really recommend as the first step to bring Visual Ogre Studio back to life... a conversion from managed to non-managed c++.
Major issues would be:
* Magic Docking library - replace with wxWidgets
* GUI - replace with wxWidgets
* Iron Python support - replace with regular python C/C++ bindings (boost.python)
* Syntax highlighting -
http://www.scintilla.org/ - even has nice code completion
* Mogre - connect directly to Ogre
* Plugin system - can easily be replaced with native
Quite a bit of work, and would probably require a different design approach.. but anyway, would be good to get everything to native, that way we would gain portability, speed, and up to date with Ogre.