For plugins. Certain plugins like the animation editor need to change objects in your game while they’re being used, so if you save while using them you’ll save all of those changes. No good if you’re using something like animedit - saving during that will warp your rig’s motors. SaveStarted and SaveFinished would tell plugins when to revert their changes and then when they should start changing things again, allowing users to save while they use plugins.
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I don’t see why these events are necessary. As long as you don’t yield until you finish your operation, it will all be completed atomically.
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I’m afraid I don’t understand. Plugins would connect to SaveStarted and when it fires they would revert all of their changes. Then when SaveFinished fires they would put everything back to where it was before.
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[quote] I don’t see why these events are necessary. As long as you don’t yield until you finish your operation, it will all be completed atomically. [/quote]I could see it being useful, I’d use it to update my instance containers before the place saves instead of having to manually “save” them myself.
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I was expecting this to be for online games, using the Save API.
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