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Improve workflow for renaming types #154

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janhohenheim opened this issue Mar 2, 2024 · 0 comments · Fixed by #164
Closed

Improve workflow for renaming types #154

janhohenheim opened this issue Mar 2, 2024 · 0 comments · Fixed by #164

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@janhohenheim
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As far as I know, if I rename a type in Rust, I have no choice but to go to every single object in Blender that uses that component, remove the component and re-add it along with its configuration. Worse, I have no way of knowing which objects are affected, since the error message when running the game only tells me which type is invalid, but not where it came from. See #153

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