Assuming there's something wrong with the FullGameSave feature, I'm sure we could create our own. Instead of manually saving all these properties into global vars for each entity, we could create a custom function that just takes in an entity or a light or whatever else and performs the extraction on that input object. It would reduce the amount of script, but you may still have to do something like
void OnLeave() {
SaveProperties("Chair");
SaveProperties("Table");
SaveProperties("Light");
}
It's better than manually saving and loading specific vectors every time, but the best would of course be to get an answer if FullGameSave works so we don't have to do any extra work. Plus, I think that lets you set it via a checkbox in the Level Editor, right? I find it odd why this feature
wouldn't be working. It worked fine in HPL2.