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Fix conflicted indeterminate state in asset importer #84953
Fix conflicted indeterminate state in asset importer #84953
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Why is the new signal needed? Can't you just tree->propagate_check();
_fix_conflicted_indeterminate_state() ? |
Thanks. I tried it like that first but
Which is how it gets to Seems much easier to let it finish propagating then fix. Idk. Thanks. |
I mean you can fix the conflicts after calling |
I (dialog) don't call
I am probably just misunderstanding. Thanks, I will take another look at it. |
But I do see
Where? Maybe I'm missing something. |
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I apologize for the confusion. :) |
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Thanks! |
This pull request fixes an issue in the asset importer where the indeterminate state of conflicted items was not being properly resolved. It adds a new signal
propagate_check_finished
to theTree
class and a new method_fix_conflicted_indeterminate_state
to theEditorAssetInstaller
class to handle this.Closes: #84021
Currently in Godot, in the asset import dialog (editor_asset_installer) it deals with indeterminate like this.
This is a problem because normally a indeterminate parent when clicked will become checked, but because some of the children are is_conflict they are unchecked again? which causes parent to go indeterminate again and repeat. So it prevents toggling from folder.