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preload means the the left item preload the right item scene:
# map.gdvart=preload("res://scripts/turret.tscn")
So, there's clearly a loop in the graph, a combination of has, print and preload. Which I assume is expected to create a loop and break things. My report is not about this.
Report
There's difference between V4.0rc3 and V4.0rc5 when it comes to opening and executing this project.
Opening
With the cyclic dependency
V4.0rc3:
It opens with an empty "Load Errors" and removes the Weapon scene from the Turret scene (I suspect to resolve the cyclic dependency):
I add the Weapon in the Turret to match the initial state and above graph before running further test.
V4.0rc5: Nothing, it hangs and doesn't display any output, nor errors.
E 0:00:01:0032 load: res://scripts/turret.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://scripts/weapon.tscn
<C++ Source> scene/resources/resource_format_text.cpp:490 @ load()
E 0:00:01:0032 _load: Failed loading resource: res://scripts/turret.tscn. Make sure resources have been imported by opening the project in the editor at least once.
<C++ Error> Condition "found" is true. Returning: Ref<Resource>()
<C++ Source> core/io/resource_loader.cpp:222 @ _load()
@YuriSizov thanks for pointing me to the last RC, I should've checked that first 🤦
The issue seems fixed and doesn't even have the issue of deleting the cyclic node that I saw in RC3.
Thanks a lot! Amazing to see how fast things are fixed ❤️
Godot version
v4.0.rc3.official [7e79aea] => v4.0.rc5.official [6296b46]
System information
macOS 13.2.1 (22D68), Vulkan API 1.2.231 - Forward+ - Using Vulkan Device #0: Intel - Intel(R) Iris(TM) Plus Graphics
Issue description
I've been alternating between
V4.0rc3
andV4.0rc5
and there seems to be a regression in the last RC.Project setup
It's a simplified version of a personal project. I've tried to cut as much as possible, and I got the following:
has
means that the left item has a child node:print
means the the left item's script prints the custom class name of the right item:preload
means the the left item preload the right item scene:So, there's clearly a loop in the graph, a combination of
has
,print
andpreload
. Which I assume is expected to create a loop and break things. My report is not about this.Report
There's difference between
V4.0rc3
andV4.0rc5
when it comes to opening and executing this project.Opening
With the cyclic dependency
V4.0rc3
:It opens with an empty "Load Errors" and removes the
Weapon
scene from theTurret
scene (I suspect to resolve the cyclic dependency):I add the
Weapon
in theTurret
to match the initial state and above graph before running further test.V4.0rc5
: Nothing, it hangs and doesn't display any output, nor errors.Without cyclic dependency
This is either:
has
from the loopprint
from the loopIn this case, both version open correctly.
Running
With the cyclic dependencies.
V4.0rc3
: It runs with outputs and errors:Output:
Debug/Errors:
godot/scene/resources/resource_format_text.cpp
Line 490 in 7e79aea
godot/core/io/resource_loader.cpp
Line 222 in 7e79aea
V4.0rc5
: Nothing, it hangs and doesn't display any output, nor errors.Steps to reproduce
I left the project in an noncyclic state for easier opening.
Uncomment
func _ready(): print(Map)
fromscripts/enemy.gd
to get back the cycle.V4.0rc3
: it shows errorsV4.0rc5
: it shows nothing and hangsMinimal reproduction project
Archive.zip
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