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I just cleaned up the exporter. removed the extra imports and simplified how exports works. The old export will try to split up every vertex into it's own quad. This rework will keep a quad together when producing the final output. This also adds an importer to import a shape into blender.
The basic testing procedure would be to open one of the sample blender shapes and use the output shape with Terasology and ensure the geometry generates correctly when loading a world.
Steps
procedure 1
procedure 2