Skip to content

Make FossilisationDialog a CustomWindow#6704

Open
IdfbAn wants to merge 3 commits intomasterfrom
4157_fossilisation_customwindow
Open

Make FossilisationDialog a CustomWindow#6704
IdfbAn wants to merge 3 commits intomasterfrom
4157_fossilisation_customwindow

Conversation

@IdfbAn
Copy link
Copy Markdown
Member

@IdfbAn IdfbAn commented Feb 3, 2026

Brief Description of What This PR Does

This PR changes FossilisationDialog so that it's derived from CustomWindow rather than CustomConfirmationDialog. Nothing seems to have broken even though I changed literally only one line.

Related Issues

Closes #4157

Progress Checklist

Note: before starting this checklist the PR should be marked as non-draft.

  • PR author has checked that this PR works as intended and doesn't
    break existing features:
    https://wiki.revolutionarygamesstudio.com/wiki/Testing_Checklist
    (this is important as to not waste the time of Thrive team
    members reviewing this PR)
  • Initial code review passed (this and further items should not be checked by the PR author)
  • Functionality is confirmed working by another person (see above checklist link)
  • Final code review is passed and code conforms to the
    styleguide.

Before merging all CI jobs should finish on this PR without errors, if
there are automatically detected style issues they should be fixed by
the PR author. Merging must follow our
styleguide.

@github-project-automation github-project-automation bot moved this to In progress in Thrive Planning Feb 3, 2026
@hhyyrylainen hhyyrylainen added this to the Release 1.0.1 milestone Feb 4, 2026
@hhyyrylainen hhyyrylainen requested review from a team February 4, 2026 09:36
Copy link
Copy Markdown
Member

@hhyyrylainen hhyyrylainen left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This doesn't actually do anything...

[ext_resource type="PackedScene" uid="uid://bhpjtbtaeunat" path="res://src/gui_common/CustomRichTextLabel.tscn" id="3"]
[ext_resource type="FontFile" uid="uid://dblvrxw3ue372" path="res://assets/fonts/Lato-Italic.ttf" id="3_cgult"]
[ext_resource type="PackedScene" uid="uid://cl64wvnxs6ivs" path="res://src/gui_common/dialogs/CustomConfirmationDialog.tscn" id="4"]
[ext_resource type="PackedScene" uid="uid://cl64wvnxs6ivs" path="res://src/gui_common/dialogs/CustomWindow.tscn" id="4"]
Copy link
Copy Markdown
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I think you didn't change the uid so this change does absolutely nothing, at least Godot Editor still shows it inheriting the confirmation dialog to me...

Copy link
Copy Markdown
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Sure enough when I fix that, things actually start breaking so this PR still needs work (I'll commit my uid fix to this):

E 0:00:12:610   int System.Runtime.CompilerServices.CastHelpers.<IsInstanceOf_NoCacheLookup>g____PInvoke|4_0(System.Void*, int, System.Runtime.CompilerServices.ObjectHandleOnStack): System.InvalidCastException: Unable to cast object of type 'CustomWindow' to type 'CustomConfirmationDialog'.
  <C++ virhe>   System.InvalidCastException
  <C++ Lähde>   :0 @ int System.Runtime.CompilerServices.CastHelpers.<IsInstanceOf_NoCacheLookup>g____PInvoke|4_0(System.Void*, int, System.Runtime.CompilerServices.ObjectHandleOnStack)
  <Pinojäljitys>:0 @ int System.Runtime.CompilerServices.CastHelpers.<IsInstanceOf_NoCacheLookup>g____PInvoke|4_0(System.Void*, int, System.Runtime.CompilerServices.ObjectHandleOnStack)
                :0 @ int System.Runtime.CompilerServices.CastHelpers.<IsInstanceOf_NoCacheLookup>g____PInvoke|4_0(System.Void*, int, System.Runtime.CompilerServices.ObjectHandleOnStack)
                :0 @ object System.Runtime.CompilerServices.CastHelpers.ChkCastAny_NoCacheLookup(System.Void*, object)
                VariantUtils.generic.cs:398 @ T Godot.NativeInterop.VariantUtils.ConvertTo<T>(Godot.NativeInterop.godot_variant&)
                FossilisationDialog_ScriptProperties.generated.cs:61 @ bool FossilisationDialog.SetGodotClassPropertyValue(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.godot_variant&)
                CSharpInstanceBridge.cs:57 @ Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Set(nint, Godot.NativeInterop.godot_string_name*, Godot.NativeInterop.godot_variant*)

@hhyyrylainen hhyyrylainen moved this from In progress to started but stuck (help wanted) in Thrive Planning Feb 11, 2026
@hhyyrylainen hhyyrylainen removed this from the Release 1.0.1 milestone Feb 27, 2026
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

Projects

Status: started but stuck (help wanted)

Development

Successfully merging this pull request may close these issues.

Switch FossilisationDialog to be a CustomWindow instead of very hacked CustomConfirmationDialog

2 participants