Closed rafallus closed 6 years ago
I believe you should report this on the nim bindings repo?
I'm not sure if this is Nim specific. Probably I could try with C++ bindings and see if it crashes.
Using the C++ bindings I got the same editor crash:
hidpi aware? Using GLES3 video driver OpenGL ES 3.0 Renderer: GeForce GTX 660 Ti/PCIe/SSE2 WASAPI: detected 2 channels WASAPI: audio buffer frames: 1962 calculated latency: 44ms CORE API HASH: -5541965927402287857 EDITOR API HASH: 8856103870062785257 load resource: res://default_env.tres load resource: C:\Users/Fallo/AppData/Roaming/Godot/editor_settings-3.tres EditorSettings: Load OK! load resource: res://Main.tscn load resource: res://icon.png load resource: res://bin/gdexample.gdns load resource: res://bin/gdexample.gdnlib load resource: res://bin/gdexample.gdnlib (cached) load resource: res://icon.png (cached) load resource: res://bin/gdexample.gdns (cached) load resource: res://bin/gdexample.gdns (cached) CrashHandlerException: Program crashed Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues [0] ??? [1] ??? [2] EditorSceneImporterESCN::import_scene (d:\users\fallo\documents\godot\source\editor\import\resource_importer_scene.cpp:1452) [3] ResourceImporterScene::import (d:\users\fallo\documents\godot\source\editor\import\resource_importer_scene.cpp:1238) [4] EditorFileSystem::_reimport_file (d:\users\fallo\documents\godot\source\editor\editor_file_system.cpp:1438) [5] EditorFileSystem::reimport_files (d:\users\fallo\documents\godot\source\editor\editor_file_system.cpp:1593) [6] EditorFileSystem::_update_scan_actions (d:\users\fallo\documents\godot\source\editor\editor_file_system.cpp:537) [7] EditorFileSystem::_notification (d:\users\fallo\documents\godot\source\editor\editor_file_system.cpp:1060) [8] EditorFileSystem::_notificationv (d:\users\fallo\documents\godot\source\editor\editor_file_system.h:101) [9] Object::notification (d:\users\fallo\documents\godot\source\core\object.cpp:926) [10] SceneTree::_notify_group_pause (d:\users\fallo\documents\godot\source\scene\main\scene_tree.cpp:946) [11] SceneTree::idle (d:\users\fallo\documents\godot\source\scene\main\scene_tree.cpp:499) [12] Main::iteration (d:\users\fallo\documents\godot\source\main\main.cpp:1800) [13] OS_Windows::run (d:\users\fallo\documents\godot\source\platform\windows\os_windows.cpp:2591) [14] widechar_main (d:\users\fallo\documents\godot\source\platform\windows\godot_win.cpp:150) [15] _main (d:\users\fallo\documents\godot\source\platform\windows\godot_win.cpp:172) [16] main (d:\users\fallo\documents\godot\source\platform\windows\godot_win.cpp:184) [17] __scrt_common_main_seh (f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283) [18] BaseThreadInitThunk -- END OF BACKTRACE -- Segmentation fault
So it's not Nim related, but GDNative related.
CC @karroffel
I have the same behaviour with using a NativeScript. It does work when renaming the .escn file to .tscn though. Maybe this can be used as a temporary workaround.
I have debugged the problem and found a solution. PR is https://github.com/godotengine/godot/pull/23223
Could you guys please have a look?
Fixed by #23223.
Godot version: Version: 3.1 https://github.com/godotengine/godot/pull/20118/commits/a684e853abfa7a9e29adec80c12daf2734adf176
OS/device including version: Windows 10 64-bits
Issue description: I'm using the Nim bindings provided by @endragor. When the nim library is loaded by the editor (which happens at project opening if some node uses a NativeScript) , if I add a .escn file to the project the editor tries to import the file but fails and crashes with the following message:
When not using NativeScript the editor can import and open the scene without any problem.
Steps to reproduce: Add a NativeScript to a node (I'm using Nim bindings). After the editor has loaded the library (like after running the scene or re-opening the project) add a .escn.
Minimal reproduction project: AnimImport.zip