Yes I will see if I can at least make it add to a specific existing cluster
adrientd
But ideally the user should not have to worry about clusters, if they want to add a bonus for example, they just click Add > Bonus to spawn at the cursor position and the editor takes care of the rest.
pegperegogaucho
For CC I made it insert into the most recently selected kluster
pegperegogaucho
Of course that could be bad if you forgot to reselect and now can't delete the beacon
pegperegogaucho
Oh, I believe I found another "Bug" 😁
When you add a new pool entry in a squad, of course it will also make a component for that entry, but if that type of component was not there before, the "info" in the level header is never corrected that it is indeed present in the level!
Definitely a "difficulty: impossible" bug to figure out if unaware
adrientd
Ah yes, of course
adrientd
I think I will have to give for every class a default "info" value (could be in the Encyclopedia, but also directly in the class in the editor code).
adrientd
Though for components they are always in the LVL anyway.
pegperegogaucho
Yeah, and ideally set it in the createObject function if there is no object of that class already
pegperegogaucho
Moreover, there could also be a functionality to add a new pool group, because right now you can only insert enemies into existing pools, which could be interesting if you want to mix enemies, but does not really work
pegperegogaucho
Also, Adrien, did something change in the functionality of the Hook importer? For some reason when I import the .XECHOOK files I made some time ago for the Randomizer, no collision is inserted...
pegperegogaucho
Hmm, even with .XECHOOK files exported from the current version it won't add collisions
adrientd
Could be the editor was missing something and you added it in your own version.
pegperegogaucho
I just tested with the latest version from Appveyor, it is not adding new collisions with hooks exported from it as well
pegperegogaucho
Oh, It will only add collisions in the same level 🤦♂️
adrientd
Oh well, the editor is so broken...
pegperegogaucho
My mistake
pegperegogaucho
How the hell did past me make it work
adrientd
The clustering the devs used is also very inconsistent.
Here they are regrouped when they are next to each other as expected:
adrientd
But then here these two stacks of crates are in their own cluster, even when they are adjacent to each other: