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When converting our project from 3.5 to 4.1, we found that many nodes' pause_mode = 2 property (PAUSE_MODE_PROCESS) was incorrectly updated to process_mode = 2 (PROCESS_MODE_WHEN_PAUSED) instead of process_mode = 3 (PROCESS_MODE_ALWAYS).
It looks like this bug was already reported in #74845 and should have been fixed by #76179, but it still seems to be broken as of 4.1rc1? The contributing guidelines don't say what to do in this case; if you'd rather I comment on that issue or its PR instead of opening a new issue, just let me know.
Steps to reproduce
Open repro project in 3.5.*. Open TestScene.tscn and observe that the AnimationPlayer's pause mode is "Process."
Convert project to 4.1.*. Observe that AnimationPlayer's process mode is now "When Paused."
Godot version
v4.1.beta1.official [828ec2c]
System information
Godot v4.1.beta1 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 SUPER (NVIDIA; 30.0.14.7247) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)
Issue description
When converting our project from 3.5 to 4.1, we found that many nodes'
pause_mode = 2
property (PAUSE_MODE_PROCESS
) was incorrectly updated toprocess_mode = 2
(PROCESS_MODE_WHEN_PAUSED
) instead ofprocess_mode = 3
(PROCESS_MODE_ALWAYS
).It looks like this bug was already reported in #74845 and should have been fixed by #76179, but it still seems to be broken as of 4.1rc1? The contributing guidelines don't say what to do in this case; if you'd rather I comment on that issue or its PR instead of opening a new issue, just let me know.
Steps to reproduce
Minimal reproduction project
GD4 Pause Mode Convert.zip
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