Closed SIsilicon closed 4 years ago
Thank you for your massive contribution. I am currently testing the changes. It seems that it mostly works correctly. I have only minor comments:
Also, if you wish, please add yourself to the authors in LICENSE and plugin.cfg
Okay, I'll do some changes tomorrow.
scan()
in the EditorFileSystem
class. I'll see if I could use that instead of the current workaround.Also, it's ok if my name's not in the LICENSE or the plugin.cfg files. I'm just a contributor. 😊
As for the second point, if scan() function doesn't work maybe we can try to workaround it. I was thinking that we could keep a copy of the .import files and put them beside png files before the load() function. It's a little bit dirty, but should be working. Godot will reimport these files later anyway.
Alright, the changes have been added.
I think it's almost ready for release. Method scan() works like a charm, so after re-adding those few lines everything seems to be working as it should.
Is it all good now?
Yes everything seems to be working :D Thank you for your effort!
In this pull request, the baker is moved into the editor via the creation of an editor plugin. A button will appear in the spatial tool bar whenever a geometry instance is selected (besides CSG nodes, because their bounding boxes can't be computed for some reason). When pressed, the following window will popup. Each label has a tooltip which will allow users to quickly read what each control does. When the
Generate
button is pressed, the user can also choose to save the impostor and its associated images anywhere they want.