godotengine / godotengine/godot

Native file dialog selection does not work as expected

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#102,705 0 comments 0 reactions 1 assignee Claimed by @bruvzg View on GitHub
bug platform:windows topic:gui
Dominant language
C++
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Description

### Tested versions

🤖 4.3, 4.4 beta2

### System information

🪟 Windows 11

### Issue description

I have "Use Native File Dialogs" enabled, since I prefer the Window dialog by a lot.

However, when picking files for a an option with multiple possible file types (such as sprite sheets), the accepted files setting is on the first type and there's no "All Recognized"/"All Allowed Types" option.
This initially caused me to believe I was doing something out of order and needed to import my .pngs somewhere else / turn them into a spritesheet first.

I think it's a clear standard for applications to default to "All Allowed Types" when picking files and should be the standard for Godot's Native File Dialogs.

Another problem is that extensions need to be explicitly specified in the file dialog. For instance, when saving a resource as my_resource.tres, you need to fully type out 'my_resource**.tres**', otherwise the operation will fail. This happens despite the file extension being specified in the save dialog.

I believe this violates a universal standard of automatically extending the filename with the extension which I'm used to from other applications.

### Steps to reproduce

Enable "Use Native File Dialogs" in the Editor Settings.

Create a Sprite Frames Resource and click the "From Sprite Sheet" Button.

The file selection is on *.tres instead of "All Allowed Types", hiding .pngs and other possible file types.

---

Create a new resource in the Editor.

Try to save it as "my_resource" in the native file dialog (with the type field showing .tres).

The dialog will close, but the Engine will state that the operation failed.

### Minimal reproduction project (MRP)

N/A

Contributor guide

Open the contributing guide

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