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Add logging when macOS export will fail due to disabled texture formats. #86769
Add logging when macOS export will fail due to disabled texture formats. #86769
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Looks good to me. Minor style nitpick.
…ts. Since ETC2 ASTC is required for universal builds, also ensure it is enabled for them.
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Thanks for the guidance, all! Much appreciated. |
Thanks! And congrats for your first merged Godot contribution 🎉 |
@@ -2051,13 +2051,17 @@ bool EditorExportPlatformMacOS::has_valid_export_configuration(const Ref<EditorE | |||
String architecture = p_preset->get("binary_format/architecture"); | |||
if (architecture == "universal" || architecture == "x86_64") { | |||
if (!ResourceImporterTextureSettings::should_import_s3tc_bptc()) { | |||
err += TTR("Cannot export for universal or x86_64 if S3TC BPTC texture format is disabled. Enable it in the Project Settings (Rendering > Textures > VRAM Compression > Import S3TC BPTC).") + "\n"; |
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Enable it in the Project Settings [...]
Instead of requiring the user to dig into the settings, we should just provide a button to fix it. I implemented this in PR #78457, but the button seems to have disappeared somewhere in-between my PR and your PR? It's still present for Android, but missing for macOS for some weird reason.
Currently if a required texture format is disabled during macOS export, the export will fail without logging any information indicating the real source of the problem. This change adds error messaging that will direct the user toward the issue.