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4.2 Beta 2 crashes when opening a 4.1.2 project #83873
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The warnings are expected. The internal mesh format was changed in 4.2, but older version is still supported (it gets auto-converted on load). You need to re-import all external meshes and re-save all internal meshes once to permanently convert them to the new format. Beta 3 will come with a dialog that offers to do it automatically for you. The only error in this screenshot should be investigated, but we would need something to test. Please try to create a reproduction project. It may have been fixed by various fixes to the mesh convertor in Beta 3 as well. Although, the error in the screenshot may not be related to crash, since there are still logs after it. |
Please try 4.2 beta 3 and let us know if that solves it, or if the bug changes. |
Would you be able to compile Godot from source to get more debug information about the crash? The error messages may be an indication of what causes the crash, but not necessarily. Most errors in Godot are recoverable and don't lead to crashes, so the cause for the crash may be unrelated. If you have a compiler set up, you can compile with |
Following many frustrating hours I think I've identified the context in which the problem occurs. It's when an imported array mesh was saved as a .res, and used as Mesh in other MeshInstace3D nodes. It's as if the engine was unable to parse a .res. It is also possible that those meshes were saved into .res (or .tres) way back when (ie, even before the previous mesh format change which took place when 4.0 was in beta if I recall correctly). It's hard to say as I have many hundreds of meshes in my project, and dozens .res meshes which are reused across multiple tscn's and some of those resources were ported from 3.x (and never used since). The other problem I noticed today is that Beta 3 prompts the upgrade of meshes even when it has successfully upgraded and resaved all of them previously. If you add any importable resource into your project folder and launch it, Godot will pop up the dialog once again. If you go for 'upgrade and resave', it will run through everything once again. Should it not 'remember' which resources it's already upgraded and resaved before? |
MRP in here: #84026 |
@macryc I made a Windows build with debug symbols (note it's 1.8 GB unzipped): https://downloads.tuxfamily.org/godotengine/testing/Godot_v4.2-beta_win64_debugsyms.zip Could you see if it gives you a usable stacktrace in the terminal when it crashes? Edit: And now there's a fix for the possibly related #84026, could you test the Windows editor artifact from #84047? |
Just tested this. Indeed, it works. The project that previously crashed opens without a hiccup and all the meshes seem to be intact. Yay! |
Awesome, fixed by #84047 then! |
Godot version
4.2 Beta 2
System information
Win 11, RTX 2070 mobile, i7
Issue description
I have a fairly mature project with lots of resources (meshes, textures).
![image](https://private-user-images.githubusercontent.com/82995330/277559718-7c07ce01-f2c8-40fa-84e4-f4fc7781d6db.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MzkxNjkxNjMsIm5iZiI6MTczOTE2ODg2MywicGF0aCI6Ii84Mjk5NTMzMC8yNzc1NTk3MTgtN2MwN2NlMDEtZjJjOC00MGZhLTg0ZTQtZjRmYzc3ODFkNmRiLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNTAyMTAlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjUwMjEwVDA2Mjc0M1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPWE2YmQ4NzBhM2Y4NDA1MzkwZjY1OWNlYWEwNDZiNTBhYTAyOGM1MDBhZmFmYzgzYzAxYzgwNTRhYzg1YjY2NDMmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0In0.k3BABv-22L-hAc8Wxi6OnPn6jV5AKeoWn9qphwHDJf8)
When I try opening in in 4.2 Beta 2 the engine crashes.
When I run the engine with the console, on every 3rd or so attempt I am able to open the project in the editor but I cannot run the game - it always crashes.
The console is showing a wall of warnings about mesh surface updates and some errors about the vertex count not matching. All errors seem to be related to mesh import.
I noticed that even after successfully opening the project in the editor and trying to run the game, the same errors and warnings flood the console again, as if the reimport didn't do anything...
This is what the console usually looks like before crashing:
Steps to reproduce
n/a
Minimal reproduction project
n/a
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