Godot version:
3.1 dev
OS/device including version:
Archlinux (4 GB Ram + swap)
Issue description:
Godot eats lots of ram, freezes and finally crash changing node type on multiple nodes.
Steps to reproduce:
open the reproduction project, select all grass+number nodes and try to change type. I tried change to mesh instance.
Minimal reproduction project:
node_issue.zip
This is in console log
TOTAL BYTES: 1048560
NULL count: 42672
CALL set_value: 128
CALL _request_gizmo: 144
CALL _update_callback: 25
CALL _update_minimum_size: 2
CALL _sort_children: 6
CALL _update_script_names: 1
CALL _update_tree: 143
CALL _test_update_tree: 296
CALL _update_bone_list: 1
ERROR: push_call: Message queue out of memory. Try increasing 'message_queue_size_kb' in project settings.
At: core/message_queue.cpp:56.
Failed method: EditorPropertyInteger:_sort_children target ID: 434036
And of course, almost all console is spammed by
Object was deleted while awaiting a callback
Something tells me that default message queue size should be increased, I've experienced this error while developing a plugin that used a lot of signal calls (changing resource properties). Modifying multiple nodes at the same time causes these errors apparently...
I ran into a similar issue while trying to simply load a certain tileset .tres file in the editor. I increased my project's message_queue_size_kb from 1024 to 102400 and it no longer occurs.
This is still happening on Godot 3.2.beta1
Related to #35653.
Most helpful comment
Something tells me that default message queue size should be increased, I've experienced this error while developing a plugin that used a lot of signal calls (changing resource properties). Modifying multiple nodes at the same time causes these errors apparently...