Shfty
Shfty
TB looks for models relative to the game directory, so a setup for saving ArrayMesh resources as `res://` MDL/MD2/MD3 will be needed. Further to that, FGD resources will need a...
The import plugin already does change detection and reimports when Godot receives focus, but the import plugin itself is essentially a stub placeholder due to overly large maps crashing the...
This task is for noting any missing wiki documentation that needs to be rectified. Be sure to check the [wiki](https://github.com/Shfty/qodot-plugin/wiki) before making a request for documentation.
Currently, users have to modify either their TB game config or Qodot itself in order to enable `obj_neverball` support in their game configs. The short-term solution is to add `obj_neverball`...
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...
Currently the only way to configure collision layers is via scripts attached to custom SolidClass entries. This means that collision layer handling has to be accounted for in all custom...
Need to test this with the new codebase and see if it's still a problem. ![qodot_worldspawn_bug](https://user-images.githubusercontent.com/1253239/88351855-9ee2de00-cd4f-11ea-95d9-627c1889851f.png) [qodot_worldspawn_bug.zip](https://github.com/Shfty/qodot-plugin/files/4969722/qodot_worldspawn_bug.zip)
Need to cover simpler use-cases where users just want geometry rather than fully-customizable entity FGDs, since exporting the config is currently a barrier to making a working geo-only map. How...
Need to be able to specify which SpatialMaterial / ShaderMaterial parameter is used when applying textures. This is already partially implemented in the form of auto PBR and material overrides,...