i am saying that some navigation logic should be taken from there
since people worked with it and found out easier ways and less pain in the ass tricks they set up things that way and its not a cheating to just take some things as reference
i dont know what type of rational arguments should i bring to prove me point
if you are making an editor open source for others then make it comfortable to use for others as well to some extent
if you dont want to spend time on that aspect of editor then dont expect people to read piles of documentation just to figure out simple things
it just doesnt work that
if there is a documentation it doesnt mean that every soul will read it
people just want to jump in and figure things on the way while having under their hand a documentation that is not complicated and guides them easily
thats why i would just leave textures untouched lol
I mean it's the most simple thing ever, you have all the options right there and if you want to look what specific texture a model uses you click it
which is like clicking on an object in unreal editor and looking at it's materials
i dunno it all seems like trying to scratch your right ear with a left hand
Although maybe displaying the textures an object uses in the node editor could be useful
there are many ways of making editor so much better then it is
it has some great potential but all those weird solutions are killing it
one of the reasons i didnt start to record tutorials for it was specifically editor being kind of weird and in some places over complicated which is why i wanted to wait for it to be more accessable
I gave you detailed instructions
But there is just no way around needing to learn the internals of XXL if you want to use the editor
That's the difference between simplifying and obscuring
yes i know we spend few hours on that documentation
only first window made it to 8 pages of description