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Loading a script that uses it's own class_name creates orphans despite scripts being references #45986
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If this is actually intentional (much like you shouldn't use |
Duplicate of #16959? |
Ah yes, the comments of that bug are certainly related, although the original post seems a little different. Firstly, in that bug, using 'load' is listed as a work around, but it was the load that triggered the bug for me. Secondly, that bug is about two scripts loading each other. This is about a script recursively loading itself due to class_name, triggered by a load. Either way sorry for submitting if it is an issue. I didn't see that other one. |
No worries! I can leave this issue open; it sounds different enough. |
Looks that it may be fixed in Godot 3.2.4(I can't reproduce leak) |
That's promising news - I think the AUR is still using 3.2.3 so looking forward to fix these things! I guess I should close unless anyone has anything else to add. |
The specific test project in the OP seems fixed in 3.2.4 RC 3 indeed. There are still similar issues which are reproducible such as #16959 (comment) and #21461 though. |
Godot version:
3.2.3.stable.custom_build (I got it from the AUR)
OS/device including version:
Using GLES3 video driver
OpenGL ES 3.0 Renderer: GeForce GTX TITAN X/PCIe/SSE2
Arch Linux (don't think it's relevant?)
Issue description:
You get a lot of orphan warnings when a script uses it's class name inside itself and it gets loaded without being used. Simply mentioning the
class_name
anywhere else will bubble up the issue.Steps to reproduce:
Minimal reproduction project:
engine_bug.zip
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