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Create Varying window crash #79906

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NotN33d3d opened this issue Jul 25, 2023 · 3 comments
Closed

Create Varying window crash #79906

NotN33d3d opened this issue Jul 25, 2023 · 3 comments

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@NotN33d3d
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Godot version

4.1.stable

System information

Godot v4.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 SUPER (NVIDIA; 31.0.15.3623) - AMD Ryzen 5 2600 Six-Core Processor (12 Threads)

Issue description

Whenever I press the button that by default says "float" on the create varying window in the visual shader editor, the window immediately closes thus not allowing me to create a varying.

Steps to reproduce

Open the visual shader editor, select Manage Varyings. Create New Varying. Then select the button that reads Float.

Minimal reproduction project

Can be reproduced within 30 seconds on my machine. 3D Plane -> Material -> Visual Shader Editor -> Manage Varyings

@bitsawer
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Does it actually crash Godot? What is the error message? I can repro the popup dialog issue, but not the crash.

The dialog issue seems to be in 4.1 stable release, but this seems fixed in current master at 202e4b2. However, in current master if single window mode is enabled, every time you open any popup including "Editor Settings", "Project Settings" or the "Add Varying" or "Remove Varying" popup dialogs, an error is printed in the output:

scene\main\viewport.cpp:3499 - Condition "index == -1" is true. Returning: Rect2i()

Still, despite the error message, all functionality seems to work and nothing seems to be wrong otherwise. This seems to be very similar to #76480 (comment), including different error messages in 4.1 and current master.

cc @Sauermann, in case you have some insight.

@Sauermann
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I also can't replicate a crash.
The error message is currently expected and the fix for the underlying problem is quite complex, so the best I can offer to solve this quickly is to disable that error-message.

@YuriSizov YuriSizov added this to the 4.1 milestone Jul 27, 2023
@bitsawer
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Looks like this is also fixed in 4.1.1, so updating to that should help.

Seems like this #79084 fixed it, reverting it in current master also reintroduces the bug. Considering this is solved in latest supported release, we can probably close this issue.

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