Lindsey
Lindsey
Bug is located here: https://github.com/LogicalError/realtime-CSG-for-unity/blob/a3ccdb6d13be59bd7f9a31dfebfd7cd47d3f872c/Plugins/Editor/Scripts/View/DragAndDrop/SceneDragTool.Materials.cs#L564 Where the check is inverted from what it should be. ```csharp (!modified) { // etc... } ``` should be ```csharp (modified) { // etc... }...
See [this comment](https://github.com/LogicalError/realtime-CSG-for-unity/issues/322#issuecomment-1061069012) on #322 for details.
This would add a toggle to the CSGModel inspector, which would allow the user to specify that RealtimeCSG should include UVs when force rebuild is pressed. This option would not...
Adding the ability to choose default/instance options for the menuitem `SabreCSG > Create Material(s) ...` would allow a bit more flexibility when creating a bunch of transparent materials. This was...
Creating a prefab of a CSGModel and then trying to edit its brushes in the prefab editor keeps the visible handles aligned, but their usable area, depending on the size...
[Found this topic while needing this feature.](https://answers.unity.com/questions/42996/how-to-create-layermask-field-in-a-custom-editorwi.html) Notice this version excludes empty layers in the resulting field.
Unity 2017.3 and up added an "Assembly Definition" asset, which the information for can be found [here.](https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html) This would be very beneficial as it'd cut compilation time down, and possibly...
## Description Sector grouping would allow the user to define a collection of brushes as a sector using the existing brush grouping feature with just an _Is Sector_ toggle. When...
This has been a want of mine for a very long time, but is also a complicated task. ### What it'd do: * Re-write the entire scene view UI front-end,...
Would be useful to have a proper "Documentation" page here on GitHub to make things easier for new users, or reference for existing users.