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Editor project sync


Alienhead
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Go to solution Solved by Josh,

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I have to re-sync my project every time I load up the editor, it wont' stay sync'd..  Plus it seems my models and some materials aren't getting saved. I have to re-tecxture newly added models each time I start up.

I'm only happy when I'm coding, I'm only coding when I'm happy.

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Hope this provides you a a clue on whats happening with latest build.

Models seems to not hold materials, plus I lose all LOD information.. And some of the materials have to be recreated as they are just missing, not all though. 

This is a screen shot before and after loading editor.

 

image.thumb.png.36e6cb854d39e75e4203ed22b7c95e96.png

image.thumb.png.4c64401a9b222e566dbae34dd090056e.png

I'm only happy when I'm coding, I'm only coding when I'm happy.

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Hi, unfortunately there is not enough information for me to proceed. I will need your scene in order to test it.

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • 3 weeks later...

With @Dreikblack's help, I determined the problem was that the project update routine was not replacing the $PROJECTNAME string in executables, when a new Lua binary was found. Instead, it was copying the executable, which caused the files $PROJECTNAME.exe and $PROJECTNAME_d.exe to appear in the project. (This routine was recently refactored to make it more reliable, but unfortunately my rewrite did create a new and different bug.) Once that was determined, it only took a few minutes to fix. This will be included in the next build of 0.9.7 that goes up.

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • 2 months later...
  • Solution

I believe for some reason the auto-convert feature was being triggered for these files. Materials were not being lost, the file was being re-converted into our format. I do not know how this could happen but it wasn't a very good feature anyways and it is being removed.

Does this solve your issue?

My job is to make tools you love, with the features you want, and performance you can't live without.

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