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Renaming a TSCN to ESCN doesn't regenerate lods #63862

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fire opened this issue Aug 3, 2022 · 0 comments · Fixed by #71409
Closed

Renaming a TSCN to ESCN doesn't regenerate lods #63862

fire opened this issue Aug 3, 2022 · 0 comments · Fixed by #71409

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@fire
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fire commented Aug 3, 2022

Godot version

80ddee0

System information

Windows 11, Nvidia 3000 series, Vulkan

Issue description

Rename a tscn to escn and see the lods are gone. // A hypothetical blender importer that was upgraded.

The MeshInstance3D -> ImporterInstance3d -> MeshInstance3D workflow is broken.

You have a lot of existing work, but the lods are gone because they're user-dev generated meshes

Steps to reproduce

  1. take this fox https://github.com/KhronosGroup/glTF-Sample-Models/blob/master/2.0/Fox/glTF-Binary/Fox.glb
  2. extract as tscn
  3. rename tscn to escn
  4. check if lods exist

Minimal reproduction project

Not at this time. Maybe if requested.

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