Should be fixed now. Thanks for pointing this out.
I’ll have a look into this. It might be a bit hard because I can’t get a repro on win7. Some of the state checking is a bit dodgy, I seem to remember - so maybe a clean up will fix the issue.
Are you able to use the editor if you switch to no gizmo (Q or cursor)?
EDIT: @Crolli - Just did a few tests with polyset keep descend. Using that flag does indeed cause the unnamed nodes to appear - the unnamed node is the geom node and the node with the original name becomes the collision node under it. There’s not much I can do unless we can detect a node tagged in this way using getTag() or getPythonTag().
However, I’ve just hacked together a plugin based on this code: [url]GeomNode vs CollisionPolygon] which would take a nodepath and convert it to a collision solid without having to use polyset keep descend. Doing it this way would give you better control over how the hierarchy ends up.
EDIT2: I’ve just tried the same trick with BulletTriangleMeshShape and it works quite well. It seems like this part of the pipeline closely resembles the existing Blender pipeline, ie you tag geometry in your editor and parse the model game-side and turn NodePaths into the nodes you need. Hopefully this should make it easier for those considering using the editor who are coming from the Blender pipeline.