godotengine / godotengine/godot

Automatic mipmap generation clears inspector view when adding texture to material

Open
#98,593 0 comments 1 reaction 0 assignees View on GitHub
discussion topic:editor topic:import usability
Dominant language
C++
Stars
117k
Forks
26.8k
PR merge metrics
PR metrics pending

Description

### Tested versions

dev4.4

### System information

Godot v4.4.dev3 - Windows 10.0.22631 - Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 (NVIDIA; 32.0.15.6094) - 12th Gen Intel(R) Core(TM) i5-12400F (12 threads)

### Issue description

as title says, when editing a material resource, once mipmap generation is triggered when setting a texture to a material property: ("res://enviornment/misc/Textures/T_TrashCan_2_g.png: Texture detected as used in 3D. Enabling mipmap generation and setting the texture compression mode to VRAM Compressed (S3TC/ETC/BPTC).") the material loses focus in the inspector. while great, that these import settings are automatically reconfigured, it's a bit of a pain to have to find the material resource in the file system again afterwards

### Steps to reproduce

1) edit a material from the filesystem.
2)assign a diffuse or other kind of texture that will trigger a reimport of the texture.

### Minimal reproduction project (MRP)

![image](https://github.com/user-attachments/assets/1f7d4735-52b0-4e2e-9d71-05df6ea61a80)

Contributor guide

Open the contributing guide

Research direction

Reproduce the issue in the Godot editor by editing a material and assigning a texture that triggers reimport, following the listed steps. Trace what happens to the inspector's material focus during automatic mipmap generation; done means the material remains selected and visible after the texture settings are reconfigured.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp, godot
Domain
devtools
Issue type
Bug
Difficulty
3/5
Estimated time
1-2 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
42/100

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