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Brushes in groups are not generated separatly, group itself is a separate node instead. #164

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verypleasentusername opened this issue Jan 8, 2025 · 0 comments

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@verypleasentusername
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This might not be a bug, but a misunderstanding.
So i followed instructions given here (#32) to make separate meshes of separate brushes be generated for occluders. However instead of every brush in the group being a unique mesh node with unique occluders and collision shapes, they were just rebased from worldspawn to group-entity node(worldspawn node remained, giving a "no collision shape" error). They were still merged as well:

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If i use "Merge-Worldspawn" in spawn property, the group brushes remain in worldspawn, but not separated.

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If i enable "use_trenchbroom_group_hierarchy" with "Merge-Worldspawn" property, nothing changed. If i enable it with "Group" property it bugs out, doesn't generate any brush geometry and sometimes locks buttons for generating maps again:

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So my question is: is this how its supposed to be? what does even "use_trenchbroom_group_hierarchy" do? do i actually need to make each brush a func-group separately to make them generate separately?

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