Add a button that, when clicked, will generate a new .tscn file with the same exact structure as the original, but with each individual cyclops block being replace with a Godot Mesh. This new file should have everything that isn't related to cyclops also be copied.
Why? My workflow for making maps is described here. the TLDW is that I have a Props node and a Brush node. The brush node consists only of cyclops blocks. When exporting my map, I need the cyclops blocks to be Godot Meshes because the game that I'm exporting the level to does not have cyclops installed for several reasons. Thus, whenever I want to export my map, I need to:
Generate the Godot mesh
Save the brushes branch of my level's scene as a new scene
Remove the brushes branch from the tree.
Export the map without any cyclops dependencies.
This is annoying for many reasons, but the biggest I've found so far is that I cant have lights or triggers that aren't related to cyclops be mirrored because they are on a separate branch to the blocks. Another reason is that, if I want to edit the level, I need to
I've added a new export option to the action menu that lets you 'export' the current scene as a native Godot object scene. It should copy any non-Cyclops nodes as is.
Add a button that, when clicked, will generate a new .tscn file with the same exact structure as the original, but with each individual cyclops block being replace with a Godot Mesh. This new file should have everything that isn't related to cyclops also be copied.
Why? My workflow for making maps is described here. the TLDW is that I have a Props node and a Brush node. The brush node consists only of cyclops blocks. When exporting my map, I need the cyclops blocks to be Godot Meshes because the game that I'm exporting the level to does not have cyclops installed for several reasons. Thus, whenever I want to export my map, I need to:
This is annoying for many reasons, but the biggest I've found so far is that I cant have lights or triggers that aren't related to cyclops be mirrored because they are on a separate branch to the blocks. Another reason is that, if I want to edit the level, I need to