update voxel fragments lua api & replace structure.save command with fragment.save & add 'export' entry point
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@@ -18,6 +18,7 @@ static inline auto SCREENSHOTS_FOLDER = std::filesystem::u8path("screenshots");
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static inline auto CONTENT_FOLDER = std::filesystem::u8path("content");
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static inline auto WORLDS_FOLDER = std::filesystem::u8path("worlds");
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static inline auto CONFIG_FOLDER = std::filesystem::u8path("config");
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static inline auto EXPORT_FOLDER = std::filesystem::u8path("export");
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static inline auto CONTROLS_FILE = std::filesystem::u8path("controls.toml");
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static inline auto SETTINGS_FILE = std::filesystem::u8path("settings.toml");
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@@ -51,6 +52,10 @@ void EnginePaths::prepare() {
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if (!fs::is_directory(contentFolder)) {
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fs::create_directories(contentFolder);
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}
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auto exportFolder = userFilesFolder / EXPORT_FOLDER;
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if (!fs::is_directory(exportFolder)) {
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fs::create_directories(exportFolder);
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}
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}
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std::filesystem::path EnginePaths::getUserFilesFolder() const {
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@@ -187,6 +192,9 @@ std::filesystem::path EnginePaths::resolve(
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if (prefix == "world") {
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return currentWorldFolder / fs::u8path(filename);
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}
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if (prefix == "export") {
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return userFilesFolder / EXPORT_FOLDER / fs::u8path(filename);
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}
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if (contentPacks) {
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for (auto& pack : *contentPacks) {
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