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Adds a world data RMB block editor to Unity DFU tools #2497
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This is to inform you that I've been testing the tool for the last two hours. So far, it's working as intented and the interface is neat. If I run into bugs and editor errors, I will list them here. This is a very promising tool for world data editing and a great companion to the building editor. |
This sounds incredible! If Cliff and others creating world mods endorse it, then I'm on board. From a quick read, looks to only be adding new editor behaviours and not touching anything in core game. That's a really good starting point. Even if it's not merged to core for a while, others can pull this PR to their own repos to use the tools. |
It's possible the source files need to be added in an Editor subfolder. See how WorldDataEditor doesn't have this issue despite using the SceneView too Another solution is to wrap the code in |
@Cliffworms, thanks for testing, I really appreciate it! |
The Editor shouldn't cause the Mod Builder to crash anymore. I moved everything I could in the Editor subfolder, but I have some MonoBehaviours that I had to wrap in The other commit fixes a problem with importing 3d Objects from mods. It works like in the WorldDataEditor - you have to start the Startup scene and get to the main menu then return to the Scene view. |
…leading zeros in their ID
…a menu for Ground Scenery editor;
…sing BuildingReplacementData files.
…ne to file, as if using the "dumpbuilding" console command.
…aged. Fixes some bugs in the Scenery Editor.
… when editing the ground textures.
RMB Block Editor: Adds a catalog system to the RMB block editor
@Interkarma I'd like to merge this into the codebase before 1.0 releases - is that okay? It shouldn't affect the build or game in any way. I will then fix the compiler warnings it throws as well as fixing a simple close bug where the gameobjects are not destroyed. @Podleron ObjectPicker and BuildingDataElement both have warnings about async methods. I will be adding pragma's to suppress the warnings for these unless you can fix the issues. It seems to work correctly, but I don't understand the code here enough to know how to fix it another way. |
Hey mate - please wait until after 1.0 is released. I know this should have no effect on builds, but I don't want to risk merging such a large change right now. It's coming up soon though, so it won't be much longer. |
Sure that's no problem, makes sense. No rush on the release, I will not forget - I have left this one far too long. |
@ajrb Hello, sorry for the late reply. Thanks for pointing out the issues and trying to get it merged! :) |
@Podleron Sounds good. Lets pick this up in a couple of weeks then. |
Apply the RuntimeMaterials in editor for packaged mod models. This was already applied for dev mods, just missing for the package case
@KABoissonneault, thanks for that fix! @ajrb, I have added a commit that should clear the warnings related to the async code. |
Thanks @Podleron, I'll take a look during the xmas break. |
This PR has been used for quite some time by the World of Daggerfall team, with success. The warnings have been fixed by Podleron in November. In any other case, all the changes are strictly within an addon folder, nothing within DFU is affected. I think we should push to get this merged now. This will make it easier for new modders to get started with this, without having to change branches/forks all the time. |
Agreed, Kab. This one has been pretty thoroughly tested by now, moreso than I could test by myself. I'm happy just to echo your approval at this stage. |
I sat down today after finally finding some time to review this PR again. Seems I was beaten to it, sorry it took me so long. |
I created this modding tool to make editing RMB blocks easier. You can find more information on how it can be used here: https://forums.dfworkshop.net/viewtopic.php?t=6105