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[XML Converter] Save Protobins within Godot #265

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klingbolt
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Replacing #159

Changes to markers are saved in the split files. A save button takes those split files and saves them to individual files.

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@AsherGlick AsherGlick left a comment

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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

_global_script_classes=[ {
"base": "Node",
"base": "",
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?

@@ -784,6 +796,7 @@ margin_bottom = 304.0
text = "Load Lutris Profile"

[node name="CategoriesDialog" type="WindowDialog" parent="Control/Dialogs"]
visible = true
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?

Comment on lines +206 to +207
current_dir = "."
current_path = "."
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?

Comment on lines +198 to +202
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?

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This PR is now obsolete and its goals covered by other PRs

@klingbolt klingbolt closed this Sep 8, 2024
@klingbolt klingbolt deleted the save_waypoint branch September 8, 2024 00:59
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2 participants