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Particles editor plugin generate emission point from mesh file broken #33099
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Looks like reduz just forgot to add it 😆 Here you can see the signal connection (typo and everything): godot/editor/plugins/particles_editor_plugin.cpp Lines 236 to 241 in 24e1039
And here you can see godot/editor/plugins/particles_editor_plugin.cpp Lines 164 to 205 in 24e1039
Ill bet you can copy a lot of the CC: @hmech (if you are interested in a good first PR) |
Awesome! I'll look into it
…On Sat, Oct 26, 2019, 18:23 Clay John, ***@***.***> wrote:
Looks like reduz just forgot to add it 😆
Here you can see the signal connection (typo and everything):
https://github.com/godotengine/godot/blob/24e1039eb6fe32115e8d1a62a84965e9be19a2ed/editor/plugins/particles_editor_plugin.cpp#L236-L241
And here you can see _node_selected is implemented:
https://github.com/godotengine/godot/blob/24e1039eb6fe32115e8d1a62a84965e9be19a2ed/editor/plugins/particles_editor_plugin.cpp#L164-L205
Ill bet you can copy a lot of the _node_selected code to implement it.
CC: @hmech <https://github.com/hmech> (if you are interested in a good
first PR)
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Hey @clayjohn , I've took a look at that issue. Like you said: there's a lot of code that could be borrowed from the "_node_selected" method. However I wanted to know what was the intended behavior here ? The "Create emission point from node" one is pretty obvious since it takes the coordinate of an already placed object in the world. However, what should the editor do when a user create an emission point from a mesh. At the moment, it does open a file dialog so you can select a mesh from the file system. Does that mean that it should create a child of the Particles node and make it a mesh node then pop the Emission dialog ? Cheers ! |
I tried to work on this but I noticed that on the master branch this menu option is removed and I wonder if this featured is necessary in the first place since for example GLTF files are imported as scenes this functionality is better handled with the _node_selected option |
@andresfelipemendez Particles haven't been reimplemented yet in the |
@Calinou Is this issue now solvable after having the Particles featured implemented? |
This comment was marked as off-topic.
This comment was marked as off-topic.
I'm currently working on this. |
Godot version: 3.1.0
OS/device including version: Windows 10 (Irrelevant)
Issue description: When creating emission points from a mesh they won't get generated and this error will appear: "core/object.cpp:1238 - Error calling method from signal 'file_selected': 'ParticlesEditor::_resource_seleted': Method not found." besides the method not being spelled correctly, from reading the source it looks like it doesn't even exist?
Steps to reproduce: Create Particle node, select it, click on Create Emission Points From Mesh,
select the mesh file and the error will appear.
Minimal reproduction project: (Reproducing its simple and such is irrelevant)
And yes, generating from a MeshInstance node works fine. So it would be a really low priority issue.
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