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Verify that scene load issue is gone #20
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@softwaredev101 I just merged a tiny pr: #21 Could you verify that the scene loading issue is gone with current I have looked into the scene files and I just can not figure out why you get the issue. If I remove the script, save the scene and reassign it, and save the scene, I get no changes in git. This means that the asset files (here specifically I suspect two causes for this behavior:
As for 1.: I could not find the file where these Ids are cached before being used in scene files. Therefore I assume 2. I believe this was not always the case as evidenced by godotengine/godot-proposals#471 I tried to understand the changed code but my brain is too smooth for cpp. I propose we investigate further if the issue arises again. If it does not we can close this with clear conscience |
@Abb4 Thanks for looking into this problem
From my perspective changing the Script name to another name than the NavigateTowards2dNodes solved the problem after crashing once again (yeah, I know it's likely not ideal). Keep in mind that renaming scripts may break the corresponding nodes since we need a 1:1 mapping from class name to script file name |
God damn it, It does cache 🙈 I forgot about In |
One of the changes in 592ebab should be the culprit. |
I still need to find the file inside @softwaredev101 If we merge as it currently is, you get a bunch of my internal editor settings every time we sync work (e.g. currently selected scene) |
…s downwards by searching appropriate component (fixes #20)
…s downwards by searching appropriate component (fixes #20)
…s downwards by searching appropriate component (fixes #20)
…s downwards by searching appropriate component (fixes #20)
…rence removed `NavigateTowards2dNodes` attribute, instead push parent values downwards by searching appropriate component (fixes #20)
In #5 an issue with loading checked-out godot scenes was reported. Apparently
NavigateTowards2dNodes.cs
script was not included correctly. We suspect malformed godot scene files. Re-including the script into thenav_mesh_2d_seeker.tscn
godot scene seemed to fix the issue.On my pc I was able to start the project without issues.
If the issue persists after future pull requests it should be investigated further
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