QodotPlugin / qodot-plugin

(LEGACY) Quake .map support for Godot 3.x
MIT License
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Make default FGD workflow clearer to the user #108

Open Shfty opened 3 years ago

Shfty commented 3 years ago

A common gotcha is for users to modify qodot_fgd.tres in order to add their own custom entity classes. While this works, it's not recommended as changes to this file will get blown away when the plugin is updated.

The proper approach is to create a new FGD resource from the inspector, point its Base FGD property at qodot_fgd.tres, save it to a new file inside the project folder, and apply that to a QodotMap node.

This is documented on the wiki (insofar as 'make a new class instead of changing the default'), but is nonetheless a common tripping point. Need to change the default setup so the engine UI makes it clear what the user should do.

Initial thought is to set the QodotMap's FGD resource to null by default, and add a configuration warning telling the user to create their own with the default as a base. Either that, or make it auto-load the default when no custom FGD is specified.