diff --git a/Penumbra/Import/Models/Export/ModelExporter.cs b/Penumbra/Import/Models/Export/ModelExporter.cs index b3e9c68d..e0c42d40 100644 --- a/Penumbra/Import/Models/Export/ModelExporter.cs +++ b/Penumbra/Import/Models/Export/ModelExporter.cs @@ -59,7 +59,7 @@ public class ModelExporter { if (rawMaterials.TryGetValue(name, out var rawMaterial)) return MaterialExporter.Export(rawMaterial, name, notifier.WithContext($"Material {name}")); - + notifier.Warning($"Material \"{name}\" missing, using blank fallback."); return MaterialExporter.Unknown; }) diff --git a/Penumbra/Import/Models/Import/MeshImporter.cs b/Penumbra/Import/Models/Import/MeshImporter.cs index 28a7a9c1..b6b146b5 100644 --- a/Penumbra/Import/Models/Import/MeshImporter.cs +++ b/Penumbra/Import/Models/Import/MeshImporter.cs @@ -216,7 +216,7 @@ public class MeshImporter(IEnumerable nodes, IoNotifier notifier) // Per glTF specification, an asset with a skin MUST contain skinning attributes on its mesh. var jointsAccessor = primitive.GetVertexAccessor("JOINTS_0") - ?? throw notifier.Exception($"Skinned mesh \"{meshName}\" is skinned but does not contain skinning vertex attributes."); + ?? throw notifier.Exception($"Mesh \"{meshName}\" is skinned but does not contain skinning vertex attributes."); // Build a set of joints that are referenced by this mesh. // TODO: Would be neat to omit 0-weighted joints here, but doing so will require some further work on bone mapping behavior to ensure the unweighted joints can still be resolved to valid bone indices during vertex data construction. diff --git a/Penumbra/UI/AdvancedWindow/ModEditWindow.Models.cs b/Penumbra/UI/AdvancedWindow/ModEditWindow.Models.cs index 7304d3dd..43b26f10 100644 --- a/Penumbra/UI/AdvancedWindow/ModEditWindow.Models.cs +++ b/Penumbra/UI/AdvancedWindow/ModEditWindow.Models.cs @@ -112,7 +112,6 @@ public partial class ModEditWindow DrawGamePathCombo(tab); - // ImGui.Checkbox("##exportGeneratedMissingBones", ref tab.ExportGenerateMissingBones); ImGui.Checkbox("##exportGeneratedMissingBones", ref tab.ExportConfig.GenerateMissingBones); ImGui.SameLine(); ImGuiUtil.LabeledHelpMarker("Generate missing bones",