View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005475||DarkRadiant||GUI||public||30.12.2020 13:08||05.09.2021 18:22|
|Target Version||2.11.0||Fixed in Version||2.11.0|
|Summary||0005475: Missing textures don't appear in the media pane|
|Description||Previously, textures which had a missing definition would show as "Shader not found" and you could see them in the Media Browser's folder tree, with the supposed path shown, helping you to troubleshoot their location and why they might be missing. Now, it only seems like they show up in the Texture pane, and upon clicking "Show in Media Browser" DR switches to it but doesn't show anything.|
|Tags||No tags attached.|
Yes, I can confirm this behaviour. The MediaBrowser is only showing materials that are actually defined somewhere and are not auto-generated (missing materials are auto-generated).
I can change this, I guess, but I need to know first, how would that empty, auto-generated material definition in the MediaBrowser help in troubleshooting? It would just show an entry without any definition or references to anything, wouldn't it?
I could have very well sworn that the behaviour I'm thinking of was present in previous versions. I downloaded 2.8 out of due diligence and sure enough, it is not there. Perhaps 2.6? Ah, no matter, I'm most probably wrong.
Well, while the ticket is open I should like to offer an example of why appearance in the media browser MAY be useful. If a user wishes to transplant a map file into another work environment without the custom materials that have been used in it, it would be of great help to have a visual indication of the folder structure of said missing materials. This is a weak argument, I know, the shader clipboard display at the bottom info bar gives a filepath to the missing material. That's one better than the plain grid and oftentimes cut-off name the textures pane gives, yet I feel a folder tree view of the material's place - a visual representation of the filepath - would be better still. Selecting elements using the (missing) shader, while having an approximate shortcut key (selectAllOfType -Shift+A), is also unavailable as a right-click context menu option - and if someone uses predominantly those to get around the editor, it'd stump them how to mass-select a missing shader if they mean to replace it.
I don't mean to over-expound on trivial use-cases so, most sensibly speaking, at the very least I think it would be a good bit of UX consistency. You middle-click on any brush face and you get a material in the media browser, yet nothing happens with missing materials. It feels off from a user perspective.
|Well, I'll see what I can do!|
DarkRadiant: master 49ed8898
|0005475: Auto-generated materials are marked as visible now, so they can get listed in Media Browser||
|mod - radiantcore/shaders/ShaderLibrary.cpp||Diff File|
DarkRadiant: master da80857a
|0005475: Reload the media tree after the map has been loaded. This way we can list missing material definition that are auto-generated by DR during map load.||
|mod - radiant/ui/mediabrowser/MediaBrowser.cpp||Diff File|
|mod - radiant/ui/mediabrowser/MediaBrowser.h||Diff File|
|30.12.2020 13:08||Spooks||New Issue|
|04.01.2021 06:03||greebo||Status||new => feedback|
|04.01.2021 06:03||greebo||Note Added: 0013356|
|04.01.2021 22:47||Spooks||Note Added: 0013364|
|04.01.2021 22:47||Spooks||Status||feedback => new|
|05.01.2021 02:27||greebo||Status||new => confirmed|
|05.01.2021 02:27||greebo||Note Added: 0013365|
|16.01.2021 05:36||greebo||Target Version||=> 2.11.0|
|16.01.2021 05:36||greebo||Assigned To||=> greebo|
|16.01.2021 05:36||greebo||Status||confirmed => assigned|
|16.01.2021 05:37||greebo||Changeset attached||=> DarkRadiant master 49ed8898|
|16.01.2021 05:37||greebo||Changeset attached||=> DarkRadiant master da80857a|
|16.01.2021 05:37||greebo||Status||assigned => resolved|
|16.01.2021 05:37||greebo||Resolution||open => fixed|
|16.01.2021 05:37||greebo||Fixed in Version||=> 2.11.0|
|05.09.2021 18:22||greebo||Status||resolved => closed|