Open Garux opened 11 years ago
Non fixed size entities don't really have an origin, you would have to code something to move their brushes/patches ...
Issue was about point entities though! Example: create info_player_deathmatch, edit origin key via Entity inspector: entity position stays unchanged Problem2: select info_player_deathmatch, open Entity inspector, move entity: origin key is not updated in inspector (have to hide & show one for that)
As for group entities, yes they have origin key support in idtech3 engines; If you want to support that in editor, primitives shouldn't be actually moved, but offsetted virtually, just like in engine; This also would mean removing way of setting rotator's and friends pivots via origin key in map compiler.
Heh, one more funny stuff around this: create item_armor_body, edit origin key via Entity inspector: entity position is changed! then move enity: one jumps back to position before change
Does it change once you close the entity inspector and reopen it?
Idk which of this trio ones you mean, but it changes after toggling inspector in the case, i told, and doesn't in two others.
Updating origin key in entities tab doesnt work for some entities (info_player_deathmatch) and works for others (item_armor_shard)