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author | A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> | 2024-05-14 14:28:18 +0200 |
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committer | A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> | 2024-06-19 09:40:54 +0200 |
commit | ca18a06ecbf68db50d8d7e7391b73a245c745cea (patch) | |
tree | d71ddc580b1c8d61d766b43dfaf6266ab7cb3ef2 /editor/project_manager.cpp | |
parent | d9e2fc74c73204d03a6d4431feef44085c7663df (diff) | |
download | redot-engine-ca18a06ecbf68db50d8d7e7391b73a245c745cea.tar.gz |
[Scene] Add `SceneStringNames::confirmed`
Diffstat (limited to 'editor/project_manager.cpp')
-rw-r--r-- | editor/project_manager.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp index a819fa32ce..b4b8d58e01 100644 --- a/editor/project_manager.cpp +++ b/editor/project_manager.cpp @@ -1486,7 +1486,7 @@ ProjectManager::ProjectManager() { ask_full_convert_dialog = memnew(ConfirmationDialog); ask_full_convert_dialog->set_autowrap(true); ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Godot 3 to work in Godot 4.\n\nNote that this is a best-effort conversion, i.e. it makes upgrading the project easier, but it will not open out-of-the-box and will still require manual adjustments.\n\nIMPORTANT: Make sure to backup your project before converting, as this operation makes it impossible to open it in older versions of Godot.")); - ask_full_convert_dialog->connect("confirmed", callable_mp(this, &ProjectManager::_perform_full_project_conversion)); + ask_full_convert_dialog->connect(SceneStringName(confirmed), callable_mp(this, &ProjectManager::_perform_full_project_conversion)); add_child(ask_full_convert_dialog); project_dialog = memnew(ProjectDialog); |