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Folder reappearing after being deleted and crashes editor when clicked #76183

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haroun-k opened this issue Apr 17, 2023 · 2 comments · Fixed by #80705
Closed

Folder reappearing after being deleted and crashes editor when clicked #76183

haroun-k opened this issue Apr 17, 2023 · 2 comments · Fixed by #80705

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@haroun-k
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Godot version

4.0.1stable

System information

Windows 11

Issue description

I had a project that previously contained multiple folders, scripts, scenes, etc. However, I decided to delete everything except for a MeshInstance3D node and its associated script in order to start something new from that. The MeshInstance3D node has a material_overwrite property set with a shader material that was originally located in one of the folders I deleted carelessly.

Now, whenever I try to save the scene, the previously deleted "shader" folder reappears in the project directory. However, when I try to click on the folder, the entire project freezes before eventually crashing.

I created a new project and attempted to attach a Shader Material, stored in a folder, to a MeshInstance3D node. I deleted the original folder that contained the shader material, and then saved the scene. The previously deleted folder did not reappear in the project directory, I was unable to reproduce the issue and I believe that the data stored in the scene is responsible for that behaviour. I have my own project folder that make it happen consistently which I'll join.

Steps to reproduce

Just import the project and once it is opened, press "ctrl + s" to save, that will make a folder named "Shader" appear, if you click on that folder everything will freeze before eventually crashing.

Minimal reproduction project

reproduction_project.zip

@KoBeWi
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KoBeWi commented Apr 17, 2023

================================================================
CrashHandlerException: Program crashed
Engine version: Godot Engine v4.1.dev.custom_build (5625399680a54bd481c1dec580da1ce4e7d0e58d)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[0] FileSystemDock::_get_imported_files (C:\godot_source\editor\filesystem_dock.cpp:3017)
[1] FileSystemDock::_update_import_dock (C:\godot_source\editor\filesystem_dock.cpp:3064)
[2] call_with_variant_args_helper<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:298)
[3] call_with_variant_args_dv<FileSystemDock> (C:\godot_source\core\variant\binder_common.h:441)
[4] MethodBindT<FileSystemDock>::call (C:\godot_source\core\object\method_bind.h:326)
[5] Object::callp (C:\godot_source\core\object\object.cpp:734)
[6] Callable::callp (C:\godot_source\core\variant\callable.cpp:62)
[7] CallQueue::_call_function (C:\godot_source\core\object\message_queue.cpp:201)
[8] CallQueue::flush (C:\godot_source\core\object\message_queue.cpp:251)
[9] SceneTree::process (C:\godot_source\scene\main\scene_tree.cpp:463)
[10] Main::iteration (C:\godot_source\main\main.cpp:3175)
[11] OS_Windows::run (C:\godot_source\platform\windows\os_windows.cpp:1300)
[12] widechar_main (C:\godot_source\platform\windows\godot_windows.cpp:181)
[13] _main (C:\godot_source\platform\windows\godot_windows.cpp:203)
[14] main (C:\godot_source\platform\windows\godot_windows.cpp:217)
[15] WinMain (C:\godot_source\platform\windows\godot_windows.cpp:231)
[16] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[17] <couldn't map PC to fn name>
-- END OF BACKTRACE --
================================================================

Weird. The scene lists the shader as an external dependency, but opening it does not show any error about missing files. You can even open the shader, but it's empty.

@bitsawer
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I wonder if this has anything to do with the unusual way Shader and ShaderInclude resources handle their loading, see some details in this PR description: #73975

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4 participants