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Godot should warn that changes are lost on editing an .obj mesh (perhaps on other imported resources too) #20659
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I have to say that I've tried to fix this bug by making godot save the changes on the .import folder but I gave up when I saw that (at least aparently) godot just wants to save .tscn and .tres files. |
You mean that changes get lost on the inherited scene when editing the source model? |
No, when you create a MeshInstance node and load a obj mesh |
Editing resources in place can be useful for testing, but maybe can be partially locked and force you to open a "preview mode" with a button or something. |
I would like to work on this. |
@elizaho Thanks for your interest in contributing. Go ahead 🙂 |
I would like to add a commit but i have a PR open (#39141) , what can I do? |
@ChristopheLY You can use separate branches to make several PRs. See https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html#branching |
It took me a while to understand what the issue is exactly so I'll rephrase it. When editing the .obj directly, as Bojidar pointed out, it does show "changes may be lost". When editing the Mesh resource assigned to a MeshInstance3D, whether it's saved as a custom .tres or builtin in its parent node, you can change things. You can assign a material, etc. The part which is problematic is that if you didn't save this modified Mesh resource as a I'll close this as duplicate of #42128 which is a bit clearer. |
Godot version:
3.0.x, 3.1
I suspect Material_OV was added because of this, nevertheless there's no workaround for other nodes such as gridmap and multimesh and even if there was it would be impossible to set a .obj file as local to scene for example.
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