Feature suggestion: importing maps as scenes #201
RisingThumb
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Haven't tried it out and probably won't get an opportunity to for a few days, but if I'm understanding this correctly, the reason it's compatible is because it becomes just another import option you can select under Quake Map in Project Settings > Import Defaults? |
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Hey - made a fork of Func_Godot with the hot_reloading changes. Keep in mind that the code is a bit messy at the moment. Let me know if I should make a PR or not. |
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As it's been something I've used for the last year and a bit, I'd like to suggest bringing the additions from this repo upstream: https://github.com/RisingThumb/func_godot_scene_import
This would not replace the current default Quake map import, nor does it remove the FuncGodotMap or replace any current workflows with FuncGodotMap. This should be a fairly easy addition(only 60 lines of code, and a bunch of them are boiler plate that func_godot already does). Additionally it's very useful for the following usecases:
get_tree().change_scene_to_packed()Additionally this already supports all the build flags currently available for a FuncGodotMap. I can only really see the code for this getting modified when either FuncGodotMap receives new build flags or properties that need to be exposed in the importer, or the build() function changes. Additionally this change would not break compatibility.
Limitations:
The only limitation I'm aware of is that a scene tree is not available when importing a .map file as a packed scene during the import process. This means anything relying on
get_tree()in_func_godot_apply_properties(),_func_godot_build_complete()and functions called from these, have to use alternative approaches toget_tree(). In my current procedural generation project, this is relevant for finding all nodes in a group only in that map file so I can connect a signal(as I don't want to get everything in that group as it may be used in duplicates of that tile placed by the procgen algorithm), so I had to write a way to search the nodes in a map for what groups they are in. This is a limitation with Godot's Scene Format Importer I think...I recall there being a discussion about this idea... I think on the Discord? A bit over a year ago? Opening that discussion up here to see what folks think. If not brought in upstream, it's no biggie as it can remain a small extension to func_godot. I'm happy to handle making a PR for this change if it is something that would be nice to have upstream
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