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Error "Invalid node name for submenu, ..." on project load in editor (mono). #84582
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Sorry failed to find the bug was already mentioned here: #84572 |
The error predates this, that PR just exposed it |
What you suggest are indeed two possible solutions. An argument can be made that we should support unnamed nodes by allowing |
Great points. this was my thought process too as I think it's best to allow unnamed/default named nodes as that's many areas of the editor node. The submenu names are also inconsistent as I printed them out and tried to follow a style that was most common in which I saw |
Which menus did you inspect? PascalCase for node names is the recommended style for all Godot projects, and the editor is no exception. Odd inconsistencies are possible, but should likely be fixed. |
The ones that are inconsistent seem to be the following:
There may be more as I didn't inspect them all. |
Yeah, all those can be fixed. If you plan to do a PR for the C# submenu issue, feel free to adjust those as well. |
@Shilo Sorry, this is a bit time sensitive now, so I fixed it myself. |
No problem. I thought it was clear that I prefered to avoid fixing because I think the proper route is fixing the validation route for unnamed nodes (as well as naming the submenus), in which case I wasn't sure what the approach would be. I guess the pull request was just the naming change though. Thanks for your hard work btw! |
Godot version
v4.2.beta5.mono.official [4c96e96]
System information
Windows 11 Home 64-bit - Godot v4.2.beta5.mono
Issue description
Error:
This only happens in the mono version for all projects. This is also a regression bug and doesn't happen in
v4.2.beta4.mono
.The high level cause of the bug is the
Project > Tools > C#
submenu that fails to load.The low level cause is that the "C#" submenu PopupMenu doesn't have a validate node name (or any explicit node name in general). The name defaults to
@PopupMenu@17128
and the validated name becomes_PopupMenu_17128
.The error is due to the addition of validation in this commit:
#84183
137b25c
I would fix it directly and make a pull request if I knew the proper solution. It seems the node name validation is inconsistent with the "default placeholder node names".
Possible fixes:
modules\mono\editor\GodotTools\GodotTools\GodotSharpEditor.cs
line 501Example:
activate_item_by_event
infinite recursion crash #84183(Note: New to bug reporting, please let me know if I could have made it more proper.)
Steps to reproduce
Minimal reproduction project
Empty Godot project.
Empty.zip
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