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Issues that make it hard to use godot for larger projects that make use of more complex combinations of many features: | |
Showstoppers: | |
-Changing the name of a resource that is referenced in multiple other locations modifies all referencing locations as well (apart from placeholder nodes that just make scenes that use them become invalid :: https://github.com/godotengine/godot/pull/75103) (design issue) | |
--Advanced import paths become invalid on reference path changes (references to materials, animations etc.) | |
-ResourceLoader.Exists returns true for non-existent resources (likely result of caching bugs) | |
-renaming nodes that are inherited creates orphans in inherited scenes (design issue) :: https://github.com/godotengine/godot/pull/73911 | |
-Animations are referenced as strings and AnimationTree resources are dependent on scene nodes, making animationtrees impossible to edit as external resources (design issue) | |
-Animationtree nodes cannot be reused, requiring duplication for synchronizing layered animation (for exa |
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import bpy | |
bl_info = { | |
"name": "Akeytsu to Godot Helper", | |
"author": "Flavelius", | |
"description":"Provides gltf export corrections for characters", | |
"version": (0, 1), | |
"blender": (3, 1, 0), | |
"category":"Object", | |
"support":"COMMUNITY", |
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using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
static class EditorSceneSettingsExtension | |
{ | |
[SettingsProvider] | |
public static SettingsProvider CreateStartSceneSettingsProvider() | |
{ |
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using System; | |
using System.Collections.Generic; | |
public class JobScheduler | |
{ | |
public delegate float TimeRetrieverFunc(); | |
readonly int MaxPooledJobs = 10000; |
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#if UNITY_EDITOR | |
using System; | |
using System.Linq; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
class EnumFolderCreator: EditorWindow | |
{ | |
[MenuItem("Edit/CreateEnumFolders")] |