Umm, I think you need to fork it, make changes to your own version, and then create a pull request for you to commit your changes to my repo.
Did you download the first zip file from here? https://github.com/BeamNG/Blender-JBeam-Editor/releases
Yeah I'm thinking about it, but nah I think its more user friendly for the user to use a tool they are familiar with like Notepad++, plus I would need to code up an editor similiar to Notepad++ which will just add too much development time. But I think it'd be good to have the changes be integrated basically in realtime like when you save the file in the text editor. So you can just have the two programs side by side
I'd rather want one like BNEditor. I think a lot of people need to look at the text when editing the jbeam. This allows for faster detection of problems and can be copied directly into the game, making it easier to view the situation instead of exporting it.
I think having it split works fine. Can use the editor of my choice (notepad++) on one monitor while having blender on the other. Export and refresh and it's up to date. But to each their own, I guess.
Hmm maybe I am liking the idea of putting a text editor in Blender if its possible. Because actually I think being able to generate JBeam definitions at your mouse cursor is actually a really good idea, like for organization purposes and also making the JBeam definitions be affected by certain row modifiers.
1 question, i might be dumb but how do you turn off the node names in blender, because it actually makes my life harder because the node names are some sort of long code
It's GNU/Linux (this one in particular is Debian 12 Distro with KDE Plasma has the Desktop Environment (one of multiple many)
alright fine lol you can merge it if you want I also committed a bug fix for the node ids disappearing, so if you wanna merge those changes, I can make one release with your and my changes