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[TRACKER] Issues with preload cache #85081
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#83187 OP's update says that this issue is caused by preload as well |
Potential candidates to add to the tracker, or close as duplicates of other issues: |
Changing all |
Here's another issue with cyclic scene references. That is still happening in 4.3-dev5 (mono) I can set a PackedScene Everything still works. But after reloading the project, the scenes can't be opened again and are corrupt due to the cyclic reference I think that behavior might take a few people by surprise due to only happening after the reload. |
I started getting this issue in one of my scenes after upgrading my main project to Nuking the Another thing that fixed it is basically similar to what others have suggested to do in this case - i duplicated the affected scene and the script attached to that scene, then used a text editor to change the script reference in the scene copy to the copy of the script, and then changed the The affected scene itself isn't anything spectacular, it's just a single |
I encountered this in 4.3.stable too, and it seems like it's a recent regression since I had a similar setup in 4.3.beta3 but no crash (I'm not 100% sure about this, but maybe 95%). Godot told me that "I can't assign something of type LineEdit to be a BetterLineEdit" when the node was very much of type BetterLineEdit. So I got bad error reporting and had to investigate it myself. I commented out everything with ContextPopup inside the BetterLineEdit code, the error disappeared. Then I commented out stuff in my ContextPopup class_name, and continued on. What I got was the following:
I broke the chain by making the singleton not use preloads, and the crashes stopped. Maybe the crash itself is valid, but Godot shouldn't have given me a bogus error. I want to figure out how to make an MRP for a bug report, but for now I'm just confirming @paskausks's experience. |
Closing. The tracker was listing issues related to "preload cache", which I think is no longer a thing. All originally linked issues have been resolved and the others aren't related to this particular problem. |
@KoBeWi where is this issue tracked now? I suddenly got this issue (same as ndbn above) out of nowhere on 4.3 stable, something is definitely broken. |
Open a new issue. It might have different cause. |
I was seeing an error similar to the one reported by #85081 (comment) so I opened a new issue here: #97684 |
Godot version
4.2 rc1
System information
Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)
Issue description
When you
preload()
a script or a scene (or possibly anything else), that resource will stay in memory in its original form and it's difficult to remove or update it. This leads to all sorts of issues, particularly when the initial loading fails the resource will be broken until editor restart or in worst case until the user performs some magic to fix the cached version (when restarting doesn't work).Here's the list of issues caused by this behavior:
These two issues are solved, but they were related, so adding for context:
Related PRs (they don't fix the problem, but band-aid it partially):
CACHE_MODE_REPLACE
(reverted) #84167 - helps reloading broken scenesSteps to reproduce
preload()
Minimal reproduction project
N/A
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