Godot: Crash changing type of multiple nodes

Created on 20 Nov 2018  路  5Comments  路  Source: godotengine/godot

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

bug confirmed editor usability

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...

All 5 comments

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.

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