godotengine / godotengine/godot
Automatic mipmap generation clears inspector view when adding texture to material
- 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)

Contributor 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