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Enabling ETC2/ASTC does not import textures in new format #94882
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This looks to have been caused by #94357 - specifically the old code contained: if (!ResourceFormatImporter::get_singleton()->are_import_settings_valid(p_path)) {
//reimport settings are not valid, reimport
return true;
} This called the |
When a file is invalid/corrupted, the This regression was caused because changing target import formats makes all |
Tested versions
4.3-rc1 is broken, but 4.3-beta3 works
System information
Windows 11, gl_compatibility, NVidia RTX 3070 TI
Issue description
If a new project is created and an Android export is constructed; the Android Export will pop up a warning:
On 4.3-beta3 clicking on the "Fix Imports" button pops up a small progress bar and the *.etc2.ctex files are greated in the .godot/imported folder.
On 4.3-rc1 clicking on the "Fix Imports" button does not trigger a reimport of the assets. Even quitting and reloading the projects doesn't reimport the assets in the new format. The only fix seems to be to delete the
.godot
folder and let everything be reimported.An identical problem happens when enabling the ETC2/ASTC compression in the project menu. On both 4.3-beta3 and 4.3-rc1 it requests a Save-and-Restart; but only 4.3-beta3 actually imports the new formats on restart. 4.3-rc1 does no new imports and the .etc2.ctex textures do not exist.
Steps to reproduce
Minimal reproduction project (MRP)
N/A
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