Sheldon Cooper
Sheldon Cooper
> I understand the issue, but the current behavior is there because it makes snapping entities to the visible grid more intuitive. If we snap to the origin, this can...
Oh, very good question. One strategy is to place it at the origin of the _last_ or _first_ entity selected in a series, which comes to mind from another software...
Also, maybe you could default to the centered behavior if the user uses some mass-selection like double-click or bounding-box, and last-selected if they only select one entity at a time?...
> This is all too complicated in my opinion. So far, I think it would be best to > > - use the entity origin as the default position for...
> Could you upload the model? [fwd_arrow.zip](https://github.com/TrenchBroom/TrenchBroom/files/13995404/fwd_arrow.zip)
https://github.com/RhapsodyInGeek/Qodot-Entity-Tutorial/blob/main/docs%2Fpointclass2.md Qodot user here; no strong arguments either way just wanted to cite a source for the OPs report of needing 2 models being a standard solution. I think it...
> I think this would be solved by a `model_rotation_offset` added to the Game Config, similar to how there is already an option for `scale_expression`. That way you can just...
> Wanted to add to this that the glTF spec says models _should_ be oriented so that +Z is forward. So maybe TB should use this as the default orientation...
> I have thought about this issue a bit more. It looks like we have two issues. First, apparently assimp rotates gltf models 90 degrees about the Z axis as...
Sure thing—I can take care of that in a couple of hours. Just want to note I had my axes flipped in the comment I sent before; godot agrees with...