godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Convert To Mesh Library "Merge with existing" option causes confusion #25359

Open rainlizard opened 5 years ago

rainlizard commented 5 years ago

Godot version: v3.1.beta2.official

mergewithexisting

-The "Merge with Existing" text and "ON" are so far apart that the option was invisible to me and it doesn't register in your mind as something important. This is definitely a new-user-experience issue as anyone experienced will know that it's there after they've noticed it once. -It defaults to ON, which goes against common sense of how saving files usually works. Anyone would expect their files to normally overwrite when they save a file in Windows. -When you save over a mesh library file with the setting on it still asks "File Exists, Overwrite?" but it should ask "Merge?". This is a very important thing to implement I think, as it would have helped me realize that I need to look for the "Merge with existing" option. -It doesn't remember the OFF setting if you close Godot.

This has been a headache, call me blind if you wish but it took me days to even realize this option existed. I thought it was a bug with Godot that it wouldn't let me overwrite meshlib files. I had unwanted entries in my Gridmap that I was unable to remove, I was deleting the meshlib file and saving a new one in order to get around this issue, haha.

I also found a second person who most likely had the same issue: https://godotengine.org/qa/30146/problems-with-blender-export-godot-import-meshlib-gridmap?show=30146 "The only thing that seems to work is exporting the meshlib with a different name each time."

fire commented 5 years ago

@Calinou Maybe your checkbox fix will work here?

fire commented 5 years ago

See https://github.com/godotengine/godot/pull/25175

KoBeWi commented 2 years ago

We could just remove "Merge With Existing" option and instead change the confirmation dialog to include "Merge" and "Overwrite" instead of "OK", which would solve all 3 problems. Although that would require exposing the confirmation from EditorFileDialog, because it can't be customized right now..