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resources (custom) wont open #195

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so1975 opened this issue Oct 2, 2024 · 5 comments
Open

resources (custom) wont open #195

so1975 opened this issue Oct 2, 2024 · 5 comments
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4.x Issue affecting Godot 4.x bug Something isn't working
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@so1975
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so1975 commented Oct 2, 2024

When Road Generator is enabled, resources wont open as supposed anymore (godot 4.3)

Add shader material with texture (uniform sampler2D)
add it to Material Resource slot ot RoadContainer. When trying to access this material after it is created/loaded this error generates:
editor/editor_node.cpp:7946 - Condition "plugins_list.has(p_plugin)" is true.

This affects other resources also and resources wont open.
Great plugin anyway! Thanks!

@TheDuckCow
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Hey @so1975 sorry you're running into issues. I've also ran into those console errors, but hadn't at that point seen any consequences. Can you by chance record a video showing the issue in practice? I could be I've been using too-minimal of a scene that I'm not able to see how it's affecting other areas.

Can you also show off what you mean by won't open? I can't seem to replicate that, if this is what you meant below:

edit.errors.opening.mp4

@TheDuckCow TheDuckCow added bug Something isn't working 4.x Issue affecting Godot 4.x labels Oct 9, 2024
@so1975
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so1975 commented Oct 11, 2024

Sorry for my late response!
Maybe easiest to test; Just put ShaderMaterial in RoadContainers Material Resource slot. I have a material with a gradient ( uniform sampler2D road_gradient : source_color,filter_linear_mipmap; ) If I try to change this gradient by clicking it: Material just closes and there is this error in output:
editor/editor_node.cpp:7946 - Condition "plugins_list.has(p_plugin)" is true.

Bigger problem is, that it happens with other resources too which are not RoadGenerator related, so I have to disable Road Generator, otherwise I cannot access those resources from the editor.

@TheDuckCow TheDuckCow added this to the v0.5.2 milestone Oct 13, 2024
@TheDuckCow
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Just confirming I am able to replicate at least the printing of the errors (less so the issue of all resources seizing up), and confirmed that simply disabling the plugin and restarting means those errors are not appearing. I'm so far at a loss for the cause of this. Many people seem to have run unto this issue, especially with the animated sprit 2d node, but that 4.2 issue seems entirely unrelated, and indeed appears to be a problem specific to when this plugin is enabled. I'll keep searching, but I don't have much of an idea as of right now.

@so1975
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so1975 commented Oct 17, 2024

it might be related to mouse events - ...just guessing

@TheDuckCow
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I was able to actually narrow it down to at least one area that can trigger the has_plugins console bug. I commented out a bunch of different parts of the plugin, and started re-enabling them bit by bit. When I got to re-enabling func _handles(object: Object):, I started seeing the plugins_list.has(p_plugin) error again. It might not be the only source, but at least some of it.

So, you happen to be likely correct - since this handles function is the way we can gain control over capturing mouse events, perhaps there's some code branch you are running into that isn't yielding or returning values correctly. This is already good progress to have this understood.

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