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When inserting a workaround provided in another issue where there was a queuing regression #88953 (comment), the redraw is forced to wait a frame and the problem went away.
Steps to reproduce
Run MRP project. Test in both 4.2.2.stable and 4.3.stable to see the difference. Uncomment the workaround provided in the project.
In 4.2.2.stable, the TextureRect starts with a green border. When you hover over it, it has a red border. When mouse_exit is triggered, you have a blue border.
Note that in 4.3.stable, the print statement is printing the current frame 0 thousands of times. You probably will crash and not load properly.
In the provided commented out workaround, redraw is only called after the current frame is processed, and so the game loads and runs normally.
If you are able to test please confirm, but should be that bug
The referenced deferred call bug is a different issue, this is caused by issues when specifically entering the first frame, see the PR for details on why this is the case
Tested versions
Tested versions
System information
Godot v4.3.stable - macOS 14.6.1 - Vulkan (Forward+) - integrated Apple M1 - Apple M1 (8 Threads)
Issue description
Calling
queue_redraw()
somewhere in the callstack of a node script's_draw()
function caused it to redraw continuously, hanging the game on frame 0.Although
queue_redraw()
's documentation says a redraw is triggered only once per frame even when you call it multiple times, that is evidently not the case in 4.3.stable.When inserting a workaround provided in another issue where there was a queuing regression #88953 (comment), the redraw is forced to wait a frame and the problem went away.
Steps to reproduce
Run MRP project. Test in both 4.2.2.stable and 4.3.stable to see the difference. Uncomment the workaround provided in the project.
0
thousands of times. You probably will crash and not load properly.Minimal reproduction project (MRP)
queue_redraw-triggers-redraw-immediately-without-waiting-1-frame.zip
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