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The editor crashes when a node is deleted #58860
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The bug seems to be somewhere in the delete confirmation dialog. When you use delete without confirm (Shift + Del), the editor doesn't crash. Tested on v4.0.alpha.custom_build [2a67b09] (Solus Linux) |
Nice workaround! Thanks 🏆 @elmordo I tried the cut tool (without a real understand of the differences in the files) and it worked but the first time I tried this tool (cut and paste) I wasn't able to drag the nodes. Fortunately that happened just one time. |
I can't reproduce on Mageia 9 with KDE on X11. Which DE are you running, and is it running on X11 or Wayland? |
Personally I use Gnome on X11 (Solus Linux). And it seems to be some kind of bug in thread synchronization or something. When I use debugger and strep line by line in code of
the editor doesn't crash either. |
For the record, this is likely the same bug as #58886, I'm doing some debugging there. |
Closing as duplicate of #58886, this was the same bug. |
Well, this issue born here #58588 At that point every interaction with a window dialog generated a crash. Then code was merged and the problem was solved. However this issue remained. I checked the SceneTreeDock but it looked more related to the dialog itself, like even an AcceptDialog failed. I checked the Button class and I bumped into with the commit @Calinou pushed 58879. I tried but it didn't solve this issue specifically. But I am happy someone found the problem because it was tricky. Good job everybody I will review that issue more in detail, however I still have a question for @akien-mga: Yes my distro is using Wayland but what's the matter? Godot will use X11 anyways right? We could leave that conversation for the chat nevertheless Wayland is not mentioned in the documentation at all |
OK I found this comment you did in a discussion about that topic.. I will try |
Yes, that's also the same issue. It was wrongly closed as solved back then. All three issues were the same and have now been fixed by #58891. For Wayland, it's not implemented yet. Godot's X11 DisplayServer works on Wayland DEs thanks to xwayland. There are various WIP PRs to implement a dedicated Wayland DisplayServer, this will be done eventually. But it's not related to that issue - it could have been, which is why I asked, but further debugging showed that it was not a factor (GNOME was). |
Godot version
v4.0.alpha.custom_build 92615be
System information
Debian GNU/Linux bookworm/sid 64-bit, NVIDIA GM206 [GeForce GTX 960] (driver v470.103.01)
Issue description
The editor crashes when trying to delete a node for target=debug and target=release_debug, platform=linuxbsd (detected)
I find quite difficult to identify not the cause but the reason why this generates an error (trying to understand what's going on):
If I break at string_name.cpp:116
_data
is dealing with the physics_process (??) and this output is shown before the Bug error from line 116:then
_data has 1 static_count and 0 refcount I guess that's the issue but again _data holds physics_process at that moment
This error is triggered before the _delete_confirm is called. But I cannot understand what String is trying to remove because of that physics_process in the middle
TL;DR Maybe not related
I also have this Warning present when I run a project:
Similar to what is mentioned here 39620 but in my case I can see the window dialog title clearly.
And I can see that my code editor identify X11_ENABLED as not defined (maybe because of Wyland I really don't know) but the engine is constantly using the code from this files i.e. display_server_x11.cpp.
I think it makes sense because Godot uses X11 but I am not building for platform=server I'm building for "Automatically detected platform: linuxbsd" so that is just more code that I still don't understand why is there, parts of the engine..
Steps to reproduce
Minimal reproduction project
No response
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