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Add a dialog for customizing FBX import #59810
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Does this supercede #30675 then? |
@fire-forge yeah I guess |
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Reviewed the overview design and it looks good. Did not go over in fine detail.
#include "editor/editor_file_dialog.h" | ||
#include "scene/gui/dialogs.h" | ||
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class FBXImporterManager : public ConfirmationDialog { |
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This class is only relevant of the FBX importer exists, so it should go in the modules/gltf/editor/
folder together with the importer.
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The only thing I don't know yet how to do if moving this as I suggested, is how to the entry in the Settings menu.
Need a rebase. |
@fire feel free to take it over if you want |
@akien-mga I think I need to remake the branch or can I edit reduz's branch? |
@fire If you want, you can push to reduz's fork. We just need to be sure he doesn't delete it 🙃 |
I completely forgot about this code. |
I'm updating #30675 to get it merged, I'll rework this PR then. |
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It's not perfect but it should be good enough to merge, in parallel with godotengine/FBX2glTF#27 and godotengine/godot-website#392. |
* If FBX files are found, a dialog will pop up asking to configure FBX2glTF. * Dialog can also be accessed by going Editor -> Configure FBX Import. * The dialog also shows a link to click to download the converter, which should contain instructions.
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Let's merge this for now, can be improved further later on.
Thanks! |
uri
property toLinkButton
#30675 )Note that the link is non functional yet. The website needs to be created.