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Adjusting settings in Editor Settings spams the output with errors #35518

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katoneko opened this issue Jan 24, 2020 · 6 comments
Closed

Adjusting settings in Editor Settings spams the output with errors #35518

katoneko opened this issue Jan 24, 2020 · 6 comments

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@katoneko
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Godot version:
3.2 RC3

OS/device including version:
Windows 10

Issue description:
Changing values in Editor Setting causes the output to be spammed with the same error.

Time should be greater than zero.

7hVRnU7v1q

This error is also printed to the console when the project starts.

The bug is present in 3.2 RC3 and the earliest version where the bug is observed is 3.2.beta1. 3.1.2.stable is not affected however the same error message does get printed when the project starts.

In 3.2.beta1 the error text is different and more technical but seems identical in meaning:

scene/main/timer.cpp:83 - Condition ' p_time <= 0 ' is true

image

The bug is observed in an empty project with no scenes or nodes added as well as in existing ones.

Steps to reproduce:
Open a project or create a new one. See the error printed to the console once loading is complete. Try to edit values in Editor Settings, see the output carpet-bombed with errors.

@akien-mga akien-mga added this to the 3.2 milestone Jan 24, 2020
@akien-mga
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akien-mga commented Jan 24, 2020

I can't reproduce it here on Linux, but one difference is that I don't have the info message about the GDScript language server starting. The issue might be linked to that feature.

Edit: When running in verbose mode I do see it the GDScript LSP message.
I also see "EditorSettings: Save OK!" after each change to editor settings, which seems to be what's failing in your case.

@akien-mga
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Could you share your project.godot (for project settings) and editor_settings-3.tres (for editor settings)? This might be triggered by an option that would set a timer somewhere with a non positive value (though I reviewed most set_wait_time() calls and I can't see which one could lead to this error).

@katoneko
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https://pastebin.com/UKBmhRve - project.godot
https://pastebin.com/w4m17hfT - editor_settings-3.tres

@akien-mga
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Thanks, I can confirm the bug with your editor settings. Now to find the setting that triggers the issue :)

@akien-mga
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That's because of:

text_editor/completion/idle_parse_delay = 0

It should not be possible to set it to 0 as it has a minimum value of 0.1 in the editor settings dialog. But Godot 3.1 did not have this security so you might have set it to 0 then, and it causes problems now. If you remove that line it should be fixed.

@katoneko
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katoneko commented Jan 24, 2020

Yeah, I've just figured it out as well! The error went away when I changed the setting from 0. The issue's resolved, so closing now.

Edit: sorry for the false alarm :)

@akien-mga akien-mga added archived and removed bug labels Jan 24, 2020
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