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Current renaming a node in a scene which is inherited by others can completely corrupt scenes which inherit it which then subsequently lead to the engine crashing.
Steps to reproduce
Open the example project.
Open BaseScene.tscn
Rename the BaseNodes to something else
Open TestScene.tscn
The editor already attempts to recover nodes where the parents have gone missing, so the first priority should be figuring out why this causes a crash.
Probably a more longer term question that will require proposals and planning, I would say a later task should be figuring out if we can not only not make it crash, but allow inherited/instanced scenes with nodes placed in-between them 'recover' from name and/or hierarchy changes, whether this is by taking advantage of the fact that we track dependencies and modifying the files directly, or introducing some kind of UID system for nodes.
I'll consider this issue closed just so long as we can prevent crashes. Partially broken scenes which require manual manual repairing is inconvinent, but not as critical for upcoming release.
Just discovered this bug. But my engine also crashes when I rename the root node of a scene that inherits from another one. It seems, there is no way to fix it. I use 4.2.1. Can this be considered a part of the initial issue?
Godot version
f8818f8
System information
Windows 11
Issue description
Current renaming a node in a scene which is inherited by others can completely corrupt scenes which inherit it which then subsequently lead to the engine crashing.
Steps to reproduce
Open the example project.
Open BaseScene.tscn
Rename the BaseNodes to something else
Open TestScene.tscn
Minimal reproduction project
scene_composition.zip
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