Use Unicode arrow symbols throughout the editor

This does not apply to text printed to the Output panel, as the fixed-width
font may not have the glyph in its character set (or if it does, the arrow
character may be hard to read).
This commit is contained in:
Hugo Locurcio 2025-12-02 01:29:36 +01:00
parent f5918a9d35
commit db920eb7f0
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GPG key ID: 46ACE49F61685096
8 changed files with 16 additions and 16 deletions

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@ -367,7 +367,7 @@ void AnimationLibraryEditor::_load_files(const PackedStringArray &p_paths) {
show_error_diag = true;
const Ref<PackedScene> scene = res;
if (scene.is_valid()) {
error_dialog->set_text(TTR("The file you selected is an imported scene from a 3D model such as glTF or FBX.\n\nIn Godot, 3D models can be imported as either scenes or animation libraries, which is why they show up here.\n\nIf you want to use animations from this 3D model, open the Advanced Import Settings\ndialog and save the animations using Actions... -> Set Animation Save Paths,\nor import the whole scene as a single AnimationLibrary in the Import dock."));
error_dialog->set_text(TTR(U"The file you selected is an imported scene from a 3D model such as glTF or FBX.\n\nIn Godot, 3D models can be imported as either scenes or animation libraries, which is why they show up here.\n\nIf you want to use animations from this 3D model, open the Advanced Import Settings\ndialog and save the animations using Actions... Set Animation Save Paths,\nor import the whole scene as a single AnimationLibrary in the Import dock."));
} else {
error_dialog->set_text(TTR("The file you selected is not a valid AnimationLibrary.\n\nIf the animations you want are inside of this file, save them to a separate file first."));
}