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KoBeWi avatar KoBeWi commented on May 29, 2024 1

Yeah the editor would need to be reworked to take a list of mesh instances instead of single one.

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jsjtxietian avatar jsjtxietian commented on May 29, 2024

We should either make all options work with multiple nodes

How can we achieve this, by making multiple MeshInstance3DEditor and each of them handle one mesh instance or by make the MeshInstance3DEditor can handle MultiNodeEdit ? Create collosion shape works because it explicitly call editor_selection->get_selected_node_list() and handles them itself.

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KoBeWi avatar KoBeWi commented on May 29, 2024

#91620 already makes the editor handle MultiNodeEdit, so it's a matter of applying the selected option for each selected node. If there are options that can't handle multiple nodes (because they require setup for each node or something), they should be disabled.

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jsjtxietian avatar jsjtxietian commented on May 29, 2024

For example, I think actions like Create Navigation Mesh, it can apply to multi mesh concurrently, but the current code doesn't seem to support this, mesh_editor->edit(mi); just update the current node , and then Create Navigation Mesh will only apply to the last edit one.

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