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Add a button in the export dialog to fix missing texture formats #78457
Add a button in the export dialog to fix missing texture formats #78457
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From the discussion we had in the production meeting today I can say that this is a good improvement, but there may be some suggestions on how to adjust this new UI. So to give it a bit time to polish I'm putting it onto 4.2. #78456 should already help a lot in 4.1. |
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Haven't tested, just the code and style review. Overall the editor bits look fine.
Design-wise, I think we use LinkButton
(or meta tags if in RTL) for such actions, though. A normal button stands out more and is easier to understand, but it also kind of looks out of place. Not a blocker though.
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Usually you would expect a LinkButton to, well, be a link to something, like opening a menu or web page. This button doesn't link to anything, it performs an action. A regular button makes more sense to me here. |
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The overall feature looks good to me.
Also not convinced by the looks of this "Fix Import" button which looks a bit out of place in an error message IMO, but we can iterate on this further later.
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I like the look if it. I somewhat agree with your previous statement:
But somehow it still looks nicer like this :P |
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Changes look good from my perspective!
Thanks! |
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void ProjectExportTextureFormatError::_notification(int p_what) { | ||
switch (p_what) { | ||
case NOTIFICATION_ENTER_TREE: |
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This was excessive btw, NOTIFICATION_THEME_CHANGED
already fires when the node enters the tree.
This PR improves the error message about texture formats by adding a button to fix it. I was inspired by a similar fix button in VRChat and realized the same idea would work perfectly here. This will greatly help with #78395.
When the button is pressed, the project setting is enabled, the settings are saved, the editor file system is re-scanned (which reimports all textures as needed), and the export dialog is refreshed.