Update leenkx/blender/lnx/props_traits.py
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@ -475,12 +475,10 @@ class LeenkxGenerateNavmeshButton(bpy.types.Operator):
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# If not, append vertex
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# If not, append vertex
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traversed_indices.append(vertex_index)
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traversed_indices.append(vertex_index)
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vertex = export_mesh.vertices[vertex_index].co
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vertex = export_mesh.vertices[vertex_index].co
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# Apply world transform
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# Apply world transform and maintain coordinate system
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tv = world_matrix @ vertex
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tv = world_matrix @ vertex
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# Write to OBJ
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# Write to OBJ without flipping coordinates
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f.write("v %.4f " % (tv[0]))
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f.write("v %.4f %.4f %.4f\n" % (tv[0], tv[1], tv[2]))
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f.write("%.4f " % (tv[2]))
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f.write("%.4f\n" % (tv[1])) # Flipped
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# Max index of this object
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# Max index of this object
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max_index = 0
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max_index = 0
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@ -524,8 +522,10 @@ class LeenkxGenerateNavmeshButton(bpy.types.Operator):
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# NavMesh preview settings, cleanup
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# NavMesh preview settings, cleanup
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navmesh.name = nav_mesh_name
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navmesh.name = nav_mesh_name
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navmesh.rotation_euler = (0, 0, 0)
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# Match the original object's transform
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navmesh.location = (0, 0, 0)
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navmesh.location = obj.location
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navmesh.rotation_euler = obj.rotation_euler
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navmesh.scale = (1, 1, 1) # Reset scale to avoid distortion
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navmesh.lnx_export = False
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navmesh.lnx_export = False
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bpy.context.view_layer.objects.active = navmesh
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bpy.context.view_layer.objects.active = navmesh
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