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[XML Converter] Save Protobins within Godot #265
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Can you split this up into 2 PRs.
- save to split proto from ingame state
- save to "export"? proto from split proto
From our previous conversation may have erroneously assumed that the former had already been completed and I think that there is going to be some discussion required on that point. While I have fewer comments about the latter.
@@ -9,7 +9,7 @@ | |||
config_version=4 | |||
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_global_script_classes=[ { | |||
"base": "Node", | |||
"base": "", |
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@@ -784,6 +796,7 @@ margin_bottom = 304.0 | |||
text = "Load Lutris Profile" | |||
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[node name="CategoriesDialog" type="WindowDialog" parent="Control/Dialogs"] | |||
visible = true |
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current_dir = "." | ||
current_path = "." |
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visible = true | ||
margin_left = 777.0 | ||
margin_top = 89.0 | ||
margin_right = 1448.0 | ||
margin_bottom = 587.0 |
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func save_from_split_files(): | ||
save_current_map_data() | ||
for waypoint_category in self.waypoint_data.get_category(): |
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Do we need to "save" every top-level category every time the button is pressed?
This PR is now obsolete and its goals covered by other PRs |
Replacing #159
Changes to markers are saved in the split files. A save button takes those split files and saves them to individual files.