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General feedback on 2.1.5 beta builds #16813
Comments
#10262 Still happens |
#16814 Still happens too |
I think it would be helpful to know what has changed between 2.1.4 and 2.1.5. Particularly regarding exporting from Godot 2 to 3. |
The exporter improved a lot but also 3 changed many things, all the demos may need to be tested for export again. |
works well in general... A bug that was never fixed is that godot can crash in windows on quit if physics are multithreading no matters you queue quit. It only happend to me in a slow computer. This was reported long time ago by linux user but i don't find issue. The exporter do strange things. Most relevant is duplicate / bad allocate some project settings: ej->icon I will try to report finded issues |
@Ranoller I have seen duplicate entries on some demos, but some of these were made with earlier version of the exporter, if you see it again open an issue because I do not remember seeing one about it. |
I did the export today, with a buid compiled yesterday, so the issues are here. Tomorrow I will try to recopilate info. |
My hope is the final version of Godot 2 contains a fully Godot 3 compatible exporter. |
@davidpgil the exporter can only do so much, it'll always require manual work. The purpose of the converter is mostly to allow you to open the scenes and resources on Godot 3 so you can fix the problems using the editor interface. |
Project Settings that are in ported project and not in new project in Godot3:
|
Exporter seems to not suport UTF-8 characters:
·Nuevaanimación becomes 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That is an encoding issue, it seems, but is never good to use tildes in names anyway... Open an issue about it and please use something like
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Some complete words that can be changed in experimental script exporter without much parsing: .pos -> .position All methods that was changed from OS to Engine. is_hidden -> !is_visible And somethings listed here: #9656 |
This tilde is by default in godot (I didn´t push it). In spanish Animation -> animación |
@Ranoller Could you open a new issue for that one, and attach an example project that triggers the issue on export? I'll have a look at it. |
@vnen I hope Godot 2 will be able to fully export to Godot 3 without any manual tweaking in the future. Its stuff like this that makes people point the main flaw in free software. Imagine if you could not open an older Photoshop file in a new version of Photoshop without a bunch of tweaking. Seems pretty bad, no? I know its unfair to compare free software to proprietary software, but I do think it makes any game dev really hesitate to use Godot. It seems pretty unprofessional to just shrug off this feature I'm hoping for. |
No, it's stuff like that that allows Godot to innovate and have a great architecture, compared to proprietary engines like Unity or Unreal which have such a huge technical debt that they can only work around their bad design decisions to avoid breaking compat. For 3.0, we were at a stage where Godot's user base was small enough (and especially the number of published and in-development serious projects) that we could allow ourselves such compatibility breakage. A fully functional out-of-the-box export is not possible, some of the stuff used in Godot 2 has simply no equivalent in Godot 3. The current exporter can be improved though, and you're welcome to report issues or even better, contribute enhancements. |
@akien-mga , with due respect, that is really an excuse. As you know writing software can be ugly. Of course mistakes happen. Solutions are ALWAYS possible. Even if the solution is ugly. If its possible to manually port a file to Godot 3 after the current exporter, then its possible to do it programmatically. I don't want this to turn to be debate, but I don't think is unreasonable to do. I don't have much experience with C++ but I can see what I can do. Would you help me find the exporter in the Godot source code? |
@davidpgil It's all in https://github.com/godotengine/godot/blob/2.1/editor/editor_export_godot3.cpp
Not necessarily - or it would have to be a two step process: first one exporter in Godot 2, then one importer in Godot 3. Because the manual steps you have to do in Godot 3 after export use Godot 3 features, which are missing in Godot 2. Having a fully functional exporter would mean reimplementing part of Godot 3 in Godot 2... |
Why not have an importer in Godot 3 then? That makes sense to me. Export from Godot 2 then import that project, or perhaps detect a project exported from Godot 2, then do the remaining conversions in Godot 3? Thanks for sharing the code... My C++ is very rusty I realize upon looking at the code. What do you suggest? I would like to at least try to make this project conversion work, at least, for my own project. |
·Exporter doesn´t generate default_env.tres |
Well, convert your project. See what works, what doesn't, and try to see how to fix what doesn't work. (First manually, then you can think about how to do it programmatically). |
Sorry for change conversation but i have to say that some of the bad ported settings can become in:
This error is triggered by aditional settings in project.godot [rendering]. My project have this imported settings: quality/intended_usage/framebuffer_allocation=0 If I manually delete all of them error is gone. So is important to correct asign old - settings to new settings. |
I vote for that very strong. |
@NicoLira open an issue about that, and mention if it is a regression (i.e. it worked right on previous versions and which one). |
In the RC1, this one is still present: #17566 And now when I run my most recent project, I get an error dump, and I really have no idea where to proceed with it. Any suggestions? |
@avencherus Could you send me that project for debugging? Otherwise try to compile the 2.1 branch from source to get debug info when it crashes. |
Another ParallaxLayer regression #17764 |
@akien-mga Yes I can, though it is a little bit large. For now I will toss the project as is onto Google drive and email you the link. I'll title it: "CrashHandlerException 2.1.5 RC1" If there is better or more preferred way, let me know. I really appreciate you taking a look into it, I've been so tunnel vision on making the games that I'm still quite clueless about the deeper internals of Godot itself. |
@avencherus Thanks, got it. Moved the debugging to #17780. |
Hello there dear godot devs. I may have found a bug. I'll try to explain briefly: I have a .csv file for translation which works fine BUT: var pre = preload("res://words.en.xl").get_message_list() # =array list of all the IDs Can you confirm and do I fill a bug godot 2.1.5 rc1 |
I wish I could provide more information here, but after testing a large Godot game with this RC, performance is absolutely terrible. Previously the game ran at a rock solid 60 - 90 fps, it now bounces from 2 - 50 FPS. The GD profiler is almost no help in identifying what is taking all the extra time. |
@rcurtis, so the exact same game project on the same hardware & OS runs much smoother on 2.1.4, right? It would be very helpful to know at which pre-release of 2.1.5 the performance drop starts: 2.1.5-beta.1, 2.1.5-beta.2 or right at 2.1.5-rc.1. |
@RandomShaper After looking at it further, it seems to only tank in performance while the remote scene tree tab is open. |
Performance tanking with remote scene tree is a known thing. Don't use remote scene tree unless you really need it. |
With further testing there are issues with The first I found was that using an .atex for the texture of the cursor causes a crash. With some help from @eon-s and @Zylann I have this stack trace on it.
Then once I started trying to use PNG and TEX files in the parameter the crashing stops. However, in my main scene the cursor appears for a brief moment, then vanishes, and then seems to be in a busy mode. After about a minute or two, then my cursor finally appears. I thought maybe working around this by setting the busy shape, but no luck there. I even tried applying the custom cursor texture to all shape types, but no result with that either.
If anyone has any suggestions to what this problem might be about, or what I can test? Let me know. Thanks. |
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@avencherus can you provide an example project? |
@guilhermefelipecgs For the .atex one, I can do that, but it's roughly two lines of code. As for the delayed appearance issue, I haven't been able to find out the exact conditions for causing it. When I try to do anything in a smaller scene, it appears to work fine. The main scene is quite large, hundreds of scenes and textures put into scene placeholders. The cursor texture and all my assets are preloaded, so I don't know exactly what it might be waiting for, or why the cursor is showing a busy shape, while it not exactly being a busy shape, since it doesn't change when setting all the shapes to a custom cursor. I'm up to try things out if you have theories, but otherwise I'm out of ideas, and I don't have a lot of time at the moment to mess around with it. Hope some of that helps. |
@avencherus This way shold work for .atex: But only with 32x32 pixel size on 2.1.5 beta, this restrictions was removed later 0988796. About the delay, I don't know what could be the cause of it.
Update: 2.1 doesn't have this problem. |
@guilhermefelipecgs Interesting. Thanks for the information. I will give those a try in the morning, and I will let you know what happens. |
@guilhermefelipecgs Ok I gave those things a try, and have some results to share.
I noticed in your change the limit was increased, but even if it was high enough to allow, I get the impression it will fail at something further down the road if it needs the actual region dimensions (32x32, etc.).
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@avencherus
Can you try this custom build that I made? I just put some logs: godot.windows.tools.64.exe.zip I'm trying to understand why your cursor gets stuck on wait. Start your project and move your cursor just a little to get a result similar to this (don't exit the window like you did in the gif 4), then send me the result: |
@guilhermefelipecgs Sure thing, thanks for taking the time to investigate. To answer your question, the only cursor related things I've done so far is change the mouse mode to hidden/visible for joypad play (which I have commented out and back in during these tests with no difference) and when the player uses the mouse, set the custom cursor to a cross hair. So the joypad it's off, and mouse it has a 32x32 texture. Nothing more fancy than that at the moment. The console output is the following:
I have a few print lines of my own when I close the game. I also kept the cursor inside the window as you asked, so it remained spinning as busy. |
@avencherus I think I found the problem, can you test again with this patched version, pls? godot.windows.tools.64.exe.zip About the atlas texture, I added a validation to show an error instead of crash. |
@guilhermefelipecgs Nice work, it looks like you got it. Curious what it was. X) The cursor appears immediately as far as I can visually see, and here is the console result. If anything else related to this pops up in the meanwhile, I will let you know. When it comes to using an atlas texture as a cursor, like the following code below. I'm assuming it is still trying to use the main textures dimensions, rather than the atlas region size.
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2.1.5-stable has been released, closing. |
Godot version:
Godot 2.1.5-beta (dev snapshots)
Now that 3.0 is out and while many are waiting for 3.1 to get back their OpenGL 2.1 or OpenGL ES 2.0 support, it's time for an update to the 2.1 "old" stable branch which is still used in production by many.
There have been tons of changes since 2.1.4 in the
2.1
branch, some of which may have introduced regressions or API breakages - during 3.0 development, the pressure to get new features in 2.1 was high and we were less conservative than we plan to be for 3.0.x releases.This thread should serve to notify of potential regressions or breakages that you will find in 2.1.5-beta builds, and which were not present in 2.1.4-stable. This is not the place for feature requests - and at this stage we really don't want to spend too much time on 2.1 features, finishing 3.1 has much high priority.
Please test it on your games (after doing backups/using version control of course!) and report any potential breakage. It would be especially useful to test it on complex games currently in production with 2.1.4. If you're using custom compiled templates to add some modules (Steam, ads, etc.), check the README.txt file in each beta's folder to know what commit it was made from.
Downloads:
Reported issues/fixes done so far:
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