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LoadLevel > save all #177
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@janimatic Thanks for the report. It may be the problem just needs to be restated (?) |
Personally i dont think a scene (or level) should be saved immediately on creation. For anyone that may be trying something and not intending on keeping it, this generates files and burns level names unnecessarily, likely all stored in the same place as files you do use. It becomes a mess. If a user wants to save what they did, they will likely be hitting the save command or be prompted when they exit without saving. I dont expect this to be a popular opinion. However, i think the real issue is when you change project setting Unsaved scenes are stored in user's cache folder until you save. At that point it moves it to the real location. I seem to recall issues when |
@manongjohn @RodneyBaker and everyone, But i fear the octopuss of all the use cases, that would requiere a code cleanup and too much code rewrite. |
Moving this to Opentoonz documents where it can be further discussed. |
hello everyone!
Reviving the old issue....
opentoonz/opentoonz#3323
are you still considering this bug should be fixed?
I can't imagine working on a movie without $scenepath (levels with name conflict between shots would be unmanageable)
Creating a new scene is the normal behavior to create a new shot (ok, i could save scen before, but in creation i don't always now the context before starting drawing).
Like i mentioned in tahoma's bug report tahoma2d/tahoma2d#1384, i suggest restoring ressource old file path (and copy from it in /extras/$scenepath/foo.bar to update the level's path) after save scene/save all (or create a new SceneRessource member variable m_originalPath if m_oldPath is already messed up / corrupted with path routines).
What do you think about it ?
Thank you!
cheers
Julien
Originally posted by @janimatic in opentoonz/opentoonz#3323 (comment)
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